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https://github.com/Cockatrice/Cockatrice.git
synced 2026-01-25 02:44:51 -08:00
Compare commits
6 Commits
2026-01-24
...
first-run-
| Author | SHA1 | Date | |
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a9284596a8 | ||
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ca820c52c3 | ||
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80075e4089 | ||
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bec4ae3aa0 | ||
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7927f8a73a | ||
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60e293dc2d |
@@ -199,6 +199,9 @@ set(cockatrice_SOURCES
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src/interface/widgets/general/layout_containers/flow_widget.cpp
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src/interface/widgets/general/layout_containers/overlap_control_widget.cpp
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src/interface/widgets/general/layout_containers/overlap_widget.cpp
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src/interface/widgets/general/tutorial/tutorial_bubble_widget.cpp
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src/interface/widgets/general/tutorial/tutorial_controller.cpp
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src/interface/widgets/general/tutorial/tutorial_overlay.cpp
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src/interface/widgets/menus/deck_editor_menu.cpp
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src/interface/widgets/printing_selector/all_zones_card_amount_widget.cpp
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src/interface/widgets/printing_selector/card_amount_widget.cpp
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@@ -99,6 +99,21 @@ DeckViewContainer::DeckViewContainer(int _playerId, TabGame *parent)
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&DeckViewContainer::setVisualDeckStorageExists);
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switchToDeckSelectView();
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generateTutorialSequence();
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}
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TutorialSequence DeckViewContainer::generateTutorialSequence()
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{
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TutorialSequence deckViewContainerSequence;
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deckViewContainerSequence.name = tr("Loading and selecting decks");
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deckViewContainerSequence.addStep(
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{this, tr("There are multiple ways to select a deck:\n\n- From a local file"
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"\n- From the contents of your clipboard\nFrom an external online service")});
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deckViewContainerSequence = visualDeckStorageWidget->generateTutorialSequence(deckViewContainerSequence);
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return deckViewContainerSequence;
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}
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/**
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@@ -8,6 +8,7 @@
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#define DECK_VIEW_CONTAINER_H
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#include "../../interface/deck_loader/deck_loader.h"
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#include "../../interface/widgets/general/tutorial/tutorial_controller.h"
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#include <QPushButton>
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@@ -82,6 +83,7 @@ signals:
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public:
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DeckViewContainer(int _playerId, TabGame *parent);
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void retranslateUi();
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TutorialSequence generateTutorialSequence();
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void setReadyStart(bool ready);
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void readyAndUpdate();
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void setSideboardLocked(bool locked);
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@@ -15,6 +15,11 @@ TabbedDeckViewContainer::TabbedDeckViewContainer(int _playerId, TabGame *parent)
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updateTabBarVisibility();
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}
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TutorialSequence TabbedDeckViewContainer::generateTutorialSequence()
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{
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return playerDeckView->generateTutorialSequence();
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}
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void TabbedDeckViewContainer::addOpponentDeckView(const DeckList &opponentDeck, int opponentId, QString opponentName)
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{
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if (opponentDeckViews.contains(opponentId)) {
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@@ -16,6 +16,7 @@ class TabbedDeckViewContainer : public QTabWidget
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public:
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explicit TabbedDeckViewContainer(int _playerId, TabGame *parent);
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TutorialSequence generateTutorialSequence();
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void closeTab(int index);
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void updateTabBarVisibility();
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void addOpponentDeckView(const DeckList &opponentDeck, int opponentId, QString opponentName);
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@@ -1,5 +1,7 @@
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#include "deck_analytics_widget.h"
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#include "../general/tutorial/tutorial_controller.h"
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#include "../tabs/visual_deck_editor/tab_deck_editor_visual_tab_widget.h"
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#include "abstract_analytics_panel_widget.h"
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#include "add_analytics_panel_dialog.h"
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#include "analytics_panel_widget_factory.h"
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@@ -7,6 +9,7 @@
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#include "analyzer_modules/mana_curve/mana_curve_config.h"
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#include "analyzer_modules/mana_devotion/mana_devotion_config.h"
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#include "deck_list_statistics_analyzer.h"
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#include "libcockatrice/utility/qt_utils.h"
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#include "resizable_panel.h"
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#include <QEvent>
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@@ -60,6 +63,46 @@ DeckAnalyticsWidget::DeckAnalyticsWidget(QWidget *parent, DeckListStatisticsAnal
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retranslateUi();
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}
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TutorialSequence DeckAnalyticsWidget::generateTutorialSequence()
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{
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TutorialSequence analyticsSequence;
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analyticsSequence.name = tr("Deck Analytics");
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TutorialStep introStep;
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introStep.targetWidget = this;
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introStep.text = tr("This is the deck analytics tab.\n\nHere, you can view more detailed information about your "
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"deck via the use of specialized analytics widgets.");
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introStep.onEnter = [this]() {
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auto tabWidget = QtUtils::findParentOfType<TabDeckEditorVisualTabWidget>(this);
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if (tabWidget) {
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tabWidget->setCurrentWidget(tabWidget->deckAnalytics);
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}
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};
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analyticsSequence.addStep(introStep);
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TutorialStep controlStep;
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controlStep.targetWidget = controlContainer;
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controlStep.text = tr(
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"These controls will allow you to customize your analytics widget layout.\n\nAll widgets can be resized or "
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"reordered with the handle at their bottom.\nTo remove a widget, you first have to select it.\nSaving your "
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"layout will ensure that it is the default for all future decks you open, whereas loading the layout will "
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"allow you to revert back to your previous configuration in case you decide you do not like your new layout.");
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analyticsSequence.addStep(controlStep);
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TutorialStep widgetStep;
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widgetStep.targetWidget = this;
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widgetStep.text =
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tr("Finally, let's talk about the analytics widgets themselves.\n\nHow the various analytics are displayed for "
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"each widget can be configured by clicking on the cogwheel next to the respective banner.\nHovering over "
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"the segments of different diagram types will reveal which cards belong to the respective segment.");
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analyticsSequence.addStep(widgetStep);
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return analyticsSequence;
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}
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void DeckAnalyticsWidget::retranslateUi()
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{
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addButton->setText(tr("Add Panel"));
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@@ -7,6 +7,7 @@
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#ifndef DECK_ANALYTICS_WIDGET_H
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#define DECK_ANALYTICS_WIDGET_H
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#include "../general/tutorial/tutorial_controller.h"
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#include "abstract_analytics_panel_widget.h"
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#include "deck_list_statistics_analyzer.h"
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#include "resizable_panel.h"
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@@ -29,6 +30,7 @@ public slots:
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||||
public:
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explicit DeckAnalyticsWidget(QWidget *parent, DeckListStatisticsAnalyzer *analyzer);
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void retranslateUi();
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TutorialSequence generateTutorialSequence();
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private slots:
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void onAddPanel();
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@@ -1,6 +1,7 @@
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#include "deck_editor_deck_dock_widget.h"
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#include "../../../client/settings/cache_settings.h"
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#include "../general/tutorial/tutorial_controller.h"
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#include "deck_list_style_proxy.h"
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||||
#include "deck_state_manager.h"
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||||
@@ -280,6 +281,22 @@ void DeckEditorDeckDockWidget::createDeckDock()
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||||
}
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||||
}
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||||
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||||
TutorialSequence DeckEditorDeckDockWidget::generateTutorialSequence()
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{
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TutorialSequence sequence;
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sequence.name = tr("The Deck Info Widget");
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||||
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TutorialStep introStep;
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introStep.targetWidget = this;
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||||
introStep.text = tr("This is the deck info widget.\n\nHere, you can adjust all kinds of metadata such as the name, "
|
||||
"the comments, or the tags of a deck.\nIt also displays the contents of your deck in a list "
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||||
"and provides buttons to manipulate the decklist.");
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||||
|
||||
sequence.addStep(introStep);
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return sequence;
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||||
}
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||||
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void DeckEditorDeckDockWidget::initializeFormats()
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{
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QStringList allFormats = CardDatabaseManager::query()->getAllFormatsWithCount().keys();
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||||
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||||
@@ -10,6 +10,7 @@
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||||
|
||||
#include "../../../interface/widgets/tabs/abstract_tab_deck_editor.h"
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#include "../../key_signals.h"
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||||
#include "../general/tutorial/tutorial_controller.h"
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||||
#include "../utility/custom_line_edit.h"
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||||
#include "../visual_deck_storage/deck_preview/deck_preview_deck_tags_display_widget.h"
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||||
#include "deck_list_history_manager_widget.h"
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||||
@@ -46,6 +47,8 @@ public:
|
||||
return deckView->selectionModel();
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||||
}
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||||
|
||||
TutorialSequence generateTutorialSequence();
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||||
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||||
public slots:
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||||
void selectPrevCard();
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void selectNextCard();
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||||
|
||||
@@ -5,6 +5,7 @@
|
||||
#include "../../window_main.h"
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#include "background_sources.h"
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||||
#include "home_styled_button.h"
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||||
#include "tutorial/tutorial_controller.h"
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||||
|
||||
#include <QGroupBox>
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||||
#include <QPainter>
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||||
@@ -13,6 +14,7 @@
|
||||
#include <QVBoxLayout>
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||||
#include <libcockatrice/card/database/card_database_manager.h>
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#include <libcockatrice/network/client/remote/remote_client.h>
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||||
#include <libcockatrice/utility/qt_utils.h>
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||||
|
||||
HomeWidget::HomeWidget(QWidget *parent, TabSupervisor *_tabSupervisor)
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||||
: QWidget(parent), tabSupervisor(_tabSupervisor), background("theme:backgrounds/home"), overlay("theme:cockatrice")
|
||||
@@ -44,10 +46,51 @@ HomeWidget::HomeWidget(QWidget *parent, TabSupervisor *_tabSupervisor)
|
||||
&HomeWidget::initializeBackgroundFromSource);
|
||||
connect(&SettingsCache::instance(), &SettingsCache::homeTabBackgroundShuffleFrequencyChanged, this,
|
||||
&HomeWidget::onBackgroundShuffleFrequencyChanged);
|
||||
|
||||
auto mainWindow = QtUtils::findParentOfType<QMainWindow>(this);
|
||||
|
||||
if (mainWindow) {
|
||||
tutorialController = new TutorialController(mainWindow);
|
||||
} else {
|
||||
tutorialController = new TutorialController(this);
|
||||
}
|
||||
auto sequence = TutorialSequence();
|
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sequence.addStep({connectButton, "Connect to a server to play here!"});
|
||||
auto vdeStep = TutorialStep(visualDeckEditorButton, "Create a new deck from cards in the database here!");
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||||
vdeStep.requiresInteraction = true;
|
||||
vdeStep.allowClickThrough = true;
|
||||
vdeStep.validationHint = "Open the deck editor to try it out!";
|
||||
vdeStep.validationTiming = ValidationTiming::OnSignal;
|
||||
vdeStep.autoAdvanceOnValid = true;
|
||||
vdeStep.validator = []() { return true; };
|
||||
vdeStep.signalSource = visualDeckEditorButton;
|
||||
vdeStep.signalName = SIGNAL(clicked());
|
||||
|
||||
sequence.addStep(vdeStep);
|
||||
sequence.addStep({visualDeckStorageButton, "Browse the decks in your local collection."});
|
||||
sequence.addStep({visualDatabaseDisplayButton, "View the card database here."});
|
||||
sequence.addStep(
|
||||
{edhrecButton, "Browse EDHRec, an external service designed to provide card recommendations for decks."});
|
||||
sequence.addStep({archidektButton, "Browse Archidekt, an external service that allows users to store "
|
||||
"decklists and import them to your local collection."});
|
||||
sequence.addStep({replaybutton, "View replays of your past games here."});
|
||||
sequence.addStep({exitButton, "Exit the application."});
|
||||
tutorialController->addSequence(sequence);
|
||||
|
||||
// Lambda is cleaner to read than overloading this
|
||||
connect(&SettingsCache::instance(), &SettingsCache::homeTabDisplayCardNameChanged, this, [this] { repaint(); });
|
||||
}
|
||||
|
||||
void HomeWidget::showEvent(QShowEvent *event)
|
||||
{
|
||||
QWidget::showEvent(event);
|
||||
if (!tutorialStarted) {
|
||||
tutorialStarted = true;
|
||||
// Start on next event loop iteration so everything is fully painted
|
||||
QTimer::singleShot(3, tutorialController, [this] { tutorialController->start(); });
|
||||
}
|
||||
}
|
||||
|
||||
void HomeWidget::initializeBackgroundFromSource()
|
||||
{
|
||||
if (CardDatabaseManager::getInstance()->getLoadStatus() != LoadStatus::Ok) {
|
||||
@@ -185,29 +228,29 @@ QGroupBox *HomeWidget::createButtons()
|
||||
connectButton = new HomeStyledButton("Connect/Play", gradientColors);
|
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boxLayout->addWidget(connectButton);
|
||||
|
||||
auto visualDeckEditorButton = new HomeStyledButton(tr("Create New Deck"), gradientColors);
|
||||
visualDeckEditorButton = new HomeStyledButton(tr("Create New Deck"), gradientColors);
|
||||
connect(visualDeckEditorButton, &QPushButton::clicked, tabSupervisor,
|
||||
[this] { tabSupervisor->openDeckInNewTab(LoadedDeck()); });
|
||||
boxLayout->addWidget(visualDeckEditorButton);
|
||||
auto visualDeckStorageButton = new HomeStyledButton(tr("Browse Decks"), gradientColors);
|
||||
visualDeckStorageButton = new HomeStyledButton(tr("Browse Decks"), gradientColors);
|
||||
connect(visualDeckStorageButton, &QPushButton::clicked, tabSupervisor,
|
||||
[this] { tabSupervisor->actTabVisualDeckStorage(true); });
|
||||
boxLayout->addWidget(visualDeckStorageButton);
|
||||
auto visualDatabaseDisplayButton = new HomeStyledButton(tr("Browse Card Database"), gradientColors);
|
||||
visualDatabaseDisplayButton = new HomeStyledButton(tr("Browse Card Database"), gradientColors);
|
||||
connect(visualDatabaseDisplayButton, &QPushButton::clicked, tabSupervisor,
|
||||
&TabSupervisor::addVisualDatabaseDisplayTab);
|
||||
boxLayout->addWidget(visualDatabaseDisplayButton);
|
||||
auto edhrecButton = new HomeStyledButton(tr("Browse EDHRec"), gradientColors);
|
||||
edhrecButton = new HomeStyledButton(tr("Browse EDHRec"), gradientColors);
|
||||
connect(edhrecButton, &QPushButton::clicked, tabSupervisor, &TabSupervisor::addEdhrecMainTab);
|
||||
boxLayout->addWidget(edhrecButton);
|
||||
auto archidektButton = new HomeStyledButton(tr("Browse Archidekt"), gradientColors);
|
||||
archidektButton = new HomeStyledButton(tr("Browse Archidekt"), gradientColors);
|
||||
connect(archidektButton, &QPushButton::clicked, tabSupervisor, &TabSupervisor::addArchidektTab);
|
||||
boxLayout->addWidget(archidektButton);
|
||||
auto replaybutton = new HomeStyledButton(tr("View Replays"), gradientColors);
|
||||
replaybutton = new HomeStyledButton(tr("View Replays"), gradientColors);
|
||||
connect(replaybutton, &QPushButton::clicked, tabSupervisor, [this] { tabSupervisor->actTabReplays(true); });
|
||||
boxLayout->addWidget(replaybutton);
|
||||
if (qobject_cast<MainWindow *>(tabSupervisor->parentWidget())) {
|
||||
auto exitButton = new HomeStyledButton(tr("Quit"), gradientColors);
|
||||
exitButton = new HomeStyledButton(tr("Quit"), gradientColors);
|
||||
connect(exitButton, &QPushButton::clicked, qobject_cast<MainWindow *>(tabSupervisor->parentWidget()),
|
||||
&MainWindow::actExit);
|
||||
boxLayout->addWidget(exitButton);
|
||||
|
||||
@@ -24,9 +24,18 @@ public:
|
||||
HomeWidget(QWidget *parent, TabSupervisor *tabSupervisor);
|
||||
void updateRandomCard();
|
||||
QPair<QColor, QColor> extractDominantColors(const QPixmap &pixmap);
|
||||
HomeStyledButton *connectButton;
|
||||
HomeStyledButton *visualDeckEditorButton;
|
||||
HomeStyledButton *visualDeckStorageButton;
|
||||
HomeStyledButton *visualDatabaseDisplayButton;
|
||||
HomeStyledButton *edhrecButton;
|
||||
HomeStyledButton *archidektButton;
|
||||
HomeStyledButton *replaybutton;
|
||||
HomeStyledButton *exitButton;
|
||||
|
||||
public slots:
|
||||
void paintEvent(QPaintEvent *event) override;
|
||||
void showEvent(QShowEvent *event) override;
|
||||
void initializeBackgroundFromSource();
|
||||
void onBackgroundShuffleFrequencyChanged();
|
||||
void updateBackgroundProperties();
|
||||
@@ -39,11 +48,12 @@ private:
|
||||
QTimer *cardChangeTimer;
|
||||
TabSupervisor *tabSupervisor;
|
||||
QPixmap background;
|
||||
TutorialController *tutorialController;
|
||||
bool tutorialStarted = false;
|
||||
CardInfoPictureArtCropWidget *backgroundSourceCard = nullptr;
|
||||
DeckList backgroundSourceDeck;
|
||||
QPixmap overlay;
|
||||
QPair<QColor, QColor> gradientColors;
|
||||
HomeStyledButton *connectButton;
|
||||
|
||||
void loadBackgroundSourceDeck();
|
||||
};
|
||||
|
||||
@@ -0,0 +1,107 @@
|
||||
#include "tutorial_bubble_widget.h"
|
||||
|
||||
BubbleWidget::BubbleWidget(QWidget *parent) : QFrame(parent)
|
||||
{
|
||||
setFrameStyle(QFrame::StyledPanel | QFrame::Raised);
|
||||
setStyleSheet("QFrame { background:white; border-radius:8px; }"
|
||||
"QLabel { color:black; }");
|
||||
|
||||
layout = new QGridLayout(this);
|
||||
layout->setContentsMargins(12, 10, 12, 10);
|
||||
layout->setHorizontalSpacing(8);
|
||||
layout->setVerticalSpacing(8);
|
||||
|
||||
// Step counter (e.g., "Step 2 of 5")
|
||||
counterLabel = new QLabel(this);
|
||||
counterLabel->setSizePolicy(QSizePolicy::Minimum, QSizePolicy::Minimum);
|
||||
counterLabel->setStyleSheet("color: #555; font-size: 11px;");
|
||||
|
||||
// Overall progress (e.g., "12 of 45 total")
|
||||
progressLabel = new QLabel(this);
|
||||
progressLabel->setSizePolicy(QSizePolicy::Minimum, QSizePolicy::Minimum);
|
||||
progressLabel->setStyleSheet("color: #888; font-size: 10px;");
|
||||
progressLabel->setAlignment(Qt::AlignRight);
|
||||
|
||||
// Main tutorial text
|
||||
textLabel = new QLabel(this);
|
||||
textLabel->setWordWrap(true);
|
||||
textLabel->setTextInteractionFlags(Qt::TextSelectableByMouse);
|
||||
textLabel->setSizePolicy(QSizePolicy::Preferred, QSizePolicy::Preferred);
|
||||
textLabel->setStyleSheet("color:black;");
|
||||
|
||||
// Interaction hint (e.g., "Click the highlighted area")
|
||||
interactionLabel = new QLabel(this);
|
||||
interactionLabel->setWordWrap(true);
|
||||
interactionLabel->setStyleSheet("color: #0066cc; font-style: italic; font-size: 11px;");
|
||||
interactionLabel->hide();
|
||||
|
||||
// Validation hint (error message)
|
||||
validationLabel = new QLabel(this);
|
||||
validationLabel->setWordWrap(true);
|
||||
validationLabel->setStyleSheet("color: #cc3300; background: #ffe6e6; padding: 6px; "
|
||||
"border-radius: 4px; font-size: 11px;");
|
||||
validationLabel->hide();
|
||||
|
||||
// Layout
|
||||
layout->addWidget(counterLabel, 0, 0, Qt::AlignLeft | Qt::AlignVCenter);
|
||||
layout->addWidget(progressLabel, 0, 1, Qt::AlignRight | Qt::AlignVCenter);
|
||||
layout->addWidget(textLabel, 1, 0, 1, 2);
|
||||
layout->addWidget(interactionLabel, 2, 0, 1, 2);
|
||||
layout->addWidget(validationLabel, 3, 0, 1, 2);
|
||||
|
||||
layout->setColumnStretch(1, 1);
|
||||
|
||||
setMaximumWidth(420);
|
||||
|
||||
// Timer for auto-hiding validation hints
|
||||
validationTimer = new QTimer(this);
|
||||
validationTimer->setSingleShot(true);
|
||||
connect(validationTimer, &QTimer::timeout, this, &BubbleWidget::clearValidationHint);
|
||||
}
|
||||
|
||||
void BubbleWidget::setText(const QString &text)
|
||||
{
|
||||
textLabel->setText(text);
|
||||
update();
|
||||
}
|
||||
|
||||
void BubbleWidget::setProgress(int stepNum, int totalSteps, int overallStep, int overallTotal)
|
||||
{
|
||||
// Per-sequence progress
|
||||
counterLabel->setText(QString("Step %1 of %2").arg(stepNum).arg(totalSteps));
|
||||
|
||||
// Overall progress across all sequences
|
||||
progressLabel->setText(QString("(%1 of %2 total)").arg(overallStep).arg(overallTotal));
|
||||
progressLabel->show();
|
||||
}
|
||||
|
||||
void BubbleWidget::setInteractionHint(const QString &hint)
|
||||
{
|
||||
if (hint.isEmpty()) {
|
||||
interactionLabel->hide();
|
||||
} else {
|
||||
interactionLabel->setText(hint);
|
||||
interactionLabel->show();
|
||||
}
|
||||
adjustSize();
|
||||
}
|
||||
|
||||
void BubbleWidget::setValidationHint(const QString &hint)
|
||||
{
|
||||
if (hint.isEmpty()) {
|
||||
clearValidationHint();
|
||||
} else {
|
||||
validationLabel->setText("⚠️ " + hint);
|
||||
validationLabel->show();
|
||||
adjustSize();
|
||||
|
||||
// Auto-hide after 4 seconds
|
||||
validationTimer->start(4000);
|
||||
}
|
||||
}
|
||||
|
||||
void BubbleWidget::clearValidationHint()
|
||||
{
|
||||
validationLabel->hide();
|
||||
adjustSize();
|
||||
}
|
||||
@@ -0,0 +1,33 @@
|
||||
#ifndef COCKATRICE_TUTORIAL_BUBBLE_WIDGET_H
|
||||
#define COCKATRICE_TUTORIAL_BUBBLE_WIDGET_H
|
||||
#include <QFrame>
|
||||
#include <QGridLayout>
|
||||
#include <QLabel>
|
||||
#include <QPushButton>
|
||||
#include <QTimer>
|
||||
|
||||
class BubbleWidget : public QFrame
|
||||
{
|
||||
Q_OBJECT
|
||||
|
||||
public:
|
||||
explicit BubbleWidget(QWidget *parent = nullptr);
|
||||
|
||||
void setText(const QString &text);
|
||||
void setProgress(int stepNum, int totalSteps, int overallStep, int overallTotal);
|
||||
void setInteractionHint(const QString &hint);
|
||||
void setValidationHint(const QString &hint);
|
||||
|
||||
private:
|
||||
void clearValidationHint();
|
||||
|
||||
QLabel *counterLabel;
|
||||
QLabel *textLabel;
|
||||
QLabel *interactionLabel; // Shows "Click to continue"
|
||||
QLabel *validationLabel; // Shows validation errors
|
||||
QLabel *progressLabel; // Shows overall progress
|
||||
QGridLayout *layout;
|
||||
QTimer *validationTimer; // Auto-hide validation hint
|
||||
};
|
||||
|
||||
#endif // COCKATRICE_TUTORIAL_BUBBLE_WIDGET_H
|
||||
@@ -0,0 +1,374 @@
|
||||
#include "tutorial_controller.h"
|
||||
|
||||
#include <QComboBox>
|
||||
#include <QDebug>
|
||||
#include <QLineEdit>
|
||||
#include <QMainWindow>
|
||||
#include <QPlainTextEdit>
|
||||
#include <QTextEdit>
|
||||
#include <QTimer>
|
||||
|
||||
TutorialController::TutorialController(QWidget *_tutorializedWidget)
|
||||
: QObject(_tutorializedWidget), tutorializedWidget(_tutorializedWidget)
|
||||
{
|
||||
tutorialOverlay = new TutorialOverlay(tutorializedWidget->window());
|
||||
|
||||
tutorialOverlay->setWindowFlags(tutorialOverlay->windowFlags() | Qt::FramelessWindowHint);
|
||||
tutorialOverlay->hide();
|
||||
|
||||
connect(tutorialOverlay, &TutorialOverlay::nextStep, this, &TutorialController::attemptAdvance);
|
||||
connect(tutorialOverlay, &TutorialOverlay::prevStep, this, &TutorialController::prevStep);
|
||||
connect(tutorialOverlay, &TutorialOverlay::nextSequence, this, &TutorialController::nextSequence);
|
||||
connect(tutorialOverlay, &TutorialOverlay::prevSequence, this, &TutorialController::prevSequence);
|
||||
connect(tutorialOverlay, &TutorialOverlay::skipTutorial, this, &TutorialController::exitTutorial);
|
||||
connect(tutorialOverlay, &TutorialOverlay::targetClicked, this, &TutorialController::handleTargetClicked);
|
||||
}
|
||||
|
||||
void TutorialController::addSequence(const TutorialSequence &seq)
|
||||
{
|
||||
sequences.append(seq);
|
||||
}
|
||||
|
||||
void TutorialController::start()
|
||||
{
|
||||
if (sequences.isEmpty() || tutorialCompleted) {
|
||||
return;
|
||||
}
|
||||
|
||||
QTimer::singleShot(0, this, [this]() {
|
||||
QWidget *win = tutorializedWidget->window();
|
||||
|
||||
// Reparent to make absolutely sure
|
||||
tutorialOverlay->setParent(win);
|
||||
tutorialOverlay->setGeometry(0, 0, win->width(), win->height());
|
||||
|
||||
// Stack order
|
||||
tutorialOverlay->stackUnder(nullptr);
|
||||
tutorialOverlay->show();
|
||||
tutorialOverlay->raise();
|
||||
|
||||
currentSequence = 0;
|
||||
currentStep = 0;
|
||||
showStep();
|
||||
});
|
||||
}
|
||||
|
||||
void TutorialController::handleTargetClicked()
|
||||
{
|
||||
if (currentSequence < 0 || currentStep < 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
const auto &step = sequences[currentSequence].steps[currentStep];
|
||||
|
||||
// If this step requires interaction AND uses OnAdvance validation, advance when clicked
|
||||
// For OnSignal/OnChange, the click just triggers the action - validation happens via signal
|
||||
if (step.requiresInteraction && step.validationTiming == ValidationTiming::OnAdvance) {
|
||||
attemptAdvance();
|
||||
}
|
||||
}
|
||||
|
||||
void TutorialController::attemptAdvance()
|
||||
{
|
||||
if (currentSequence < 0 || currentStep < 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
const auto &step = sequences[currentSequence].steps[currentStep];
|
||||
|
||||
// Only validate on advance if timing is set to OnAdvance
|
||||
if (step.validationTiming == ValidationTiming::OnAdvance) {
|
||||
if (!validateCurrentStep()) {
|
||||
return; // Validation failed, stay on current step
|
||||
}
|
||||
}
|
||||
|
||||
// Validation passed or not required, proceed to next step
|
||||
nextStep();
|
||||
}
|
||||
|
||||
bool TutorialController::validateCurrentStep()
|
||||
{
|
||||
if (currentSequence < 0 || currentSequence >= sequences.size()) {
|
||||
return true; // No validation needed
|
||||
}
|
||||
|
||||
const auto &step = sequences[currentSequence].steps[currentStep];
|
||||
|
||||
// If there's a validator function, check it
|
||||
if (step.validator) {
|
||||
bool valid = step.validator();
|
||||
if (!valid) {
|
||||
// Show validation hint
|
||||
tutorialOverlay->showValidationHint(step.validationHint);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void TutorialController::nextStep()
|
||||
{
|
||||
if (currentSequence < 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (currentStep >= sequences[currentSequence].steps.size() - 1) {
|
||||
// We're on the last step of this sequence, run its onExit before advancing
|
||||
const auto &lastStep = sequences[currentSequence].steps[currentStep];
|
||||
if (lastStep.onExit) {
|
||||
lastStep.onExit();
|
||||
}
|
||||
nextSequence();
|
||||
return;
|
||||
}
|
||||
|
||||
currentStep++;
|
||||
showStep();
|
||||
}
|
||||
|
||||
void TutorialController::prevStep()
|
||||
{
|
||||
if (currentSequence < 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (currentStep == 0) {
|
||||
prevSequence();
|
||||
return;
|
||||
}
|
||||
|
||||
currentStep--;
|
||||
showStep();
|
||||
}
|
||||
|
||||
void TutorialController::nextSequence()
|
||||
{
|
||||
if (currentSequence < 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
currentSequence++;
|
||||
currentStep = 0;
|
||||
|
||||
if (currentSequence >= sequences.size()) {
|
||||
exitTutorial();
|
||||
return;
|
||||
}
|
||||
|
||||
showStep();
|
||||
}
|
||||
|
||||
void TutorialController::prevSequence()
|
||||
{
|
||||
if (currentSequence <= 0) {
|
||||
currentStep = 0;
|
||||
showStep();
|
||||
return;
|
||||
}
|
||||
|
||||
currentSequence--;
|
||||
currentStep = 0;
|
||||
showStep();
|
||||
}
|
||||
|
||||
void TutorialController::exitTutorial()
|
||||
{
|
||||
if (currentSequence >= 0 && currentStep >= 0 && currentSequence < sequences.size() &&
|
||||
currentStep < sequences[currentSequence].steps.size()) {
|
||||
const auto &curStep = sequences[currentSequence].steps[currentStep];
|
||||
if (curStep.onExit) {
|
||||
curStep.onExit();
|
||||
}
|
||||
}
|
||||
|
||||
cleanupValidationMonitoring();
|
||||
tutorialOverlay->hide();
|
||||
currentSequence = -1;
|
||||
currentStep = -1;
|
||||
tutorialCompleted = true;
|
||||
}
|
||||
|
||||
void TutorialController::updateProgress()
|
||||
{
|
||||
if (currentSequence < 0 || currentSequence >= sequences.size()) {
|
||||
return;
|
||||
}
|
||||
|
||||
const auto &seq = sequences[currentSequence];
|
||||
|
||||
// Calculate total steps across all sequences
|
||||
int totalSteps = 0;
|
||||
int currentOverallStep = 0;
|
||||
|
||||
for (int i = 0; i < sequences.size(); ++i) {
|
||||
int seqSteps = sequences[i].steps.size();
|
||||
totalSteps += seqSteps;
|
||||
|
||||
if (i < currentSequence) {
|
||||
currentOverallStep += seqSteps;
|
||||
}
|
||||
}
|
||||
|
||||
currentOverallStep += currentStep + 1; // +1 because steps are 0-indexed
|
||||
|
||||
// Update overlay with progress info
|
||||
tutorialOverlay->setProgress(currentStep + 1, // Current step in sequence (1-indexed)
|
||||
seq.steps.size(), // Total steps in sequence
|
||||
currentOverallStep, // Overall step number
|
||||
totalSteps, // Total steps in tutorial
|
||||
seq.name); // Sequence title
|
||||
}
|
||||
|
||||
void TutorialController::showStep()
|
||||
{
|
||||
if (currentSequence < 0 || currentSequence >= sequences.size()) {
|
||||
return;
|
||||
}
|
||||
const auto &seq = sequences[currentSequence];
|
||||
if (currentStep < 0 || currentStep >= seq.steps.size()) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Clean up validation monitoring from previous step
|
||||
cleanupValidationMonitoring();
|
||||
|
||||
// Run onExit for the previous step
|
||||
if (!(currentSequence == 0 && currentStep == 0)) {
|
||||
int prevSeq = currentSequence;
|
||||
int prevStepIndex = currentStep - 1;
|
||||
if (prevStepIndex < 0) {
|
||||
prevSeq = currentSequence - 1;
|
||||
if (prevSeq >= 0) {
|
||||
prevStepIndex = sequences[prevSeq].steps.size() - 1;
|
||||
} else {
|
||||
prevStepIndex = -1;
|
||||
}
|
||||
}
|
||||
|
||||
if (prevSeq >= 0 && prevStepIndex >= 0) {
|
||||
const auto &previousStep = sequences[prevSeq].steps[prevStepIndex];
|
||||
if (previousStep.onExit) {
|
||||
previousStep.onExit();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const auto &step = seq.steps[currentStep];
|
||||
|
||||
if (step.onEnter) {
|
||||
step.onEnter();
|
||||
}
|
||||
|
||||
tutorialOverlay->setTargetWidget(step.targetWidget);
|
||||
tutorialOverlay->setText(step.text);
|
||||
tutorialOverlay->setInteractive(step.requiresInteraction, step.allowClickThrough);
|
||||
|
||||
// Set custom interaction hint if provided
|
||||
if (!step.customInteractionHint.isEmpty()) {
|
||||
tutorialOverlay->setInteractionHint(step.customInteractionHint);
|
||||
} else if (step.requiresInteraction) {
|
||||
tutorialOverlay->setInteractionHint("👆 Click the highlighted area to continue");
|
||||
} else {
|
||||
tutorialOverlay->setInteractionHint("");
|
||||
}
|
||||
|
||||
// Setup validation monitoring for this step
|
||||
setupValidationMonitoring();
|
||||
|
||||
updateProgress();
|
||||
|
||||
tutorialOverlay->parentResized();
|
||||
tutorialOverlay->raise();
|
||||
tutorialOverlay->update();
|
||||
}
|
||||
|
||||
void TutorialController::setupValidationMonitoring()
|
||||
{
|
||||
if (currentSequence < 0 || currentSequence >= sequences.size()) {
|
||||
return;
|
||||
}
|
||||
if (currentStep < 0 || currentStep >= sequences[currentSequence].steps.size()) {
|
||||
return;
|
||||
}
|
||||
|
||||
const auto &step = sequences[currentSequence].steps[currentStep];
|
||||
|
||||
// Handle OnSignal validation - connect to any custom signal
|
||||
if (step.validationTiming == ValidationTiming::OnSignal && step.validator) {
|
||||
if (step.signalSource && step.signalName) {
|
||||
qInfo() << "Setting up signal-based validation for signal:" << step.signalName;
|
||||
validationConnection = connect(step.signalSource, step.signalName, this, SLOT(checkValidation()));
|
||||
if (!validationConnection) {
|
||||
qInfo() << "Warning: Failed to connect to signal" << step.signalName;
|
||||
}
|
||||
} else {
|
||||
qInfo() << "Warning: OnSignal validation timing set but signalSource or signalName is null";
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// Handle OnChange validation - widget-specific
|
||||
if (step.validationTiming == ValidationTiming::OnChange && step.validator) {
|
||||
if (QLineEdit *lineEdit = qobject_cast<QLineEdit *>(step.targetWidget)) {
|
||||
qInfo() << "Setting up validation monitoring for QLineEdit";
|
||||
validationConnection =
|
||||
connect(lineEdit, &QLineEdit::textChanged, this, &TutorialController::checkValidation);
|
||||
} else if (QTextEdit *textEdit = qobject_cast<QTextEdit *>(step.targetWidget)) {
|
||||
qInfo() << "Setting up validation monitoring for QTextEdit";
|
||||
validationConnection =
|
||||
connect(textEdit, &QTextEdit::textChanged, this, &TutorialController::checkValidation);
|
||||
} else if (QPlainTextEdit *plainText = qobject_cast<QPlainTextEdit *>(step.targetWidget)) {
|
||||
qInfo() << "Setting up validation monitoring for QPlainTextEdit";
|
||||
validationConnection =
|
||||
connect(plainText, &QPlainTextEdit::textChanged, this, &TutorialController::checkValidation);
|
||||
} else if (QComboBox *combo = qobject_cast<QComboBox *>(step.targetWidget)) {
|
||||
qInfo() << "Setting up validation monitoring for QComboBox";
|
||||
validationConnection = connect(combo, QOverload<int>::of(&QComboBox::currentIndexChanged), this,
|
||||
&TutorialController::checkValidation);
|
||||
} else {
|
||||
qInfo() << "Warning: OnChange validation timing set but widget type not supported:"
|
||||
<< (step.targetWidget ? step.targetWidget->metaObject()->className() : "null");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void TutorialController::cleanupValidationMonitoring()
|
||||
{
|
||||
if (validationConnection) {
|
||||
qInfo() << "Cleaning up validation connection";
|
||||
disconnect(validationConnection);
|
||||
validationConnection = QMetaObject::Connection();
|
||||
}
|
||||
}
|
||||
|
||||
void TutorialController::checkValidation()
|
||||
{
|
||||
qInfo() << "checkValidation() called";
|
||||
|
||||
if (currentSequence < 0 || currentSequence >= sequences.size()) {
|
||||
return;
|
||||
}
|
||||
if (currentStep < 0 || currentStep >= sequences[currentSequence].steps.size()) {
|
||||
return;
|
||||
}
|
||||
|
||||
const auto &step = sequences[currentSequence].steps[currentStep];
|
||||
|
||||
if (step.validator) {
|
||||
bool isValid = step.validator();
|
||||
qInfo() << "Validation result:" << isValid;
|
||||
|
||||
if (isValid) {
|
||||
// Clear any validation hints
|
||||
tutorialOverlay->showValidationHint("");
|
||||
|
||||
// Auto-advance if enabled
|
||||
if (step.autoAdvanceOnValid) {
|
||||
qInfo() << "Auto-advancing to next step";
|
||||
QTimer::singleShot(500, this, &TutorialController::nextStep);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,99 @@
|
||||
#ifndef COCKATRICE_TUTORIAL_CONTROLLER_H
|
||||
#define COCKATRICE_TUTORIAL_CONTROLLER_H
|
||||
|
||||
#include "tutorial_overlay.h"
|
||||
|
||||
#include <QObject>
|
||||
#include <QVector>
|
||||
#include <functional>
|
||||
|
||||
enum class ValidationTiming
|
||||
{
|
||||
OnAdvance, // Validate when user clicks next/clicks target (default)
|
||||
OnChange, // Validate whenever target widget changes (for text input)
|
||||
OnSignal, // Validate when a specific signal is emitted
|
||||
Manual // Only validate when explicitly triggered
|
||||
};
|
||||
|
||||
struct TutorialStep
|
||||
{
|
||||
QWidget *targetWidget = nullptr;
|
||||
QString text;
|
||||
std::function<void()> onEnter = nullptr;
|
||||
std::function<void()> onExit = nullptr;
|
||||
|
||||
// Interactive features
|
||||
bool requiresInteraction = false; // Must click target to advance
|
||||
bool allowClickThrough = false; // Clicks pass through to target widget
|
||||
std::function<bool()> validator = nullptr; // Check if task completed
|
||||
QString validationHint = ""; // Show if validation fails
|
||||
ValidationTiming validationTiming = ValidationTiming::OnAdvance;
|
||||
|
||||
// Auto-advance when validation passes (useful for text input)
|
||||
bool autoAdvanceOnValid = false;
|
||||
|
||||
// Custom interaction hint (overrides default "Click to continue")
|
||||
QString customInteractionHint = nullptr;
|
||||
|
||||
// Signal-based validation (for ValidationTiming::OnSignal)
|
||||
QObject *signalSource = nullptr; // Object that emits the signal
|
||||
const char *signalName = nullptr; // Signal to connect to (use SIGNAL() macro)
|
||||
};
|
||||
|
||||
struct TutorialSequence
|
||||
{
|
||||
QString name;
|
||||
QVector<TutorialStep> steps;
|
||||
|
||||
void addStep(const TutorialStep &step)
|
||||
{
|
||||
steps.append(step);
|
||||
}
|
||||
};
|
||||
|
||||
class TutorialController : public QObject
|
||||
{
|
||||
Q_OBJECT
|
||||
|
||||
public:
|
||||
explicit TutorialController(QWidget *_tutorializedWidget);
|
||||
|
||||
void addSequence(const TutorialSequence &seq);
|
||||
void start();
|
||||
|
||||
TutorialOverlay *getOverlay()
|
||||
{
|
||||
return tutorialOverlay;
|
||||
};
|
||||
|
||||
public slots:
|
||||
void nextStep();
|
||||
void prevStep();
|
||||
void nextSequence();
|
||||
void prevSequence();
|
||||
void exitTutorial();
|
||||
void handleTargetClicked(); // Handle clicks on highlighted widget
|
||||
void attemptAdvance(); // Try to advance with validation
|
||||
void checkValidation(); // Check validation for OnChange timing
|
||||
|
||||
private:
|
||||
void showStep();
|
||||
void updateProgress(); // Update progress indicators
|
||||
bool validateCurrentStep(); // Check if step requirements met
|
||||
void setupValidationMonitoring(); // Setup automatic validation checking
|
||||
void cleanupValidationMonitoring(); // Cleanup validation watchers
|
||||
|
||||
QWidget *tutorializedWidget;
|
||||
TutorialOverlay *tutorialOverlay;
|
||||
QVector<TutorialSequence> sequences;
|
||||
|
||||
bool tutorialCompleted = false;
|
||||
|
||||
int currentSequence = -1;
|
||||
int currentStep = -1;
|
||||
|
||||
// For OnChange validation monitoring
|
||||
QMetaObject::Connection validationConnection;
|
||||
};
|
||||
|
||||
#endif // COCKATRICE_TUTORIAL_CONTROLLER_H
|
||||
@@ -0,0 +1,373 @@
|
||||
#include "tutorial_overlay.h"
|
||||
|
||||
#include "tutorial_bubble_widget.h"
|
||||
|
||||
#include <QApplication>
|
||||
#include <QComboBox>
|
||||
#include <QEvent>
|
||||
#include <QFrame>
|
||||
#include <QHBoxLayout>
|
||||
#include <QLabel>
|
||||
#include <QLineEdit>
|
||||
#include <QMouseEvent>
|
||||
#include <QPainter>
|
||||
#include <QPainterPath>
|
||||
#include <QPlainTextEdit>
|
||||
#include <QPushButton>
|
||||
#include <QResizeEvent>
|
||||
#include <QTextEdit>
|
||||
#include <QTimer>
|
||||
|
||||
TutorialOverlay::TutorialOverlay(QWidget *parent) : QWidget(parent)
|
||||
{
|
||||
setAttribute(Qt::WA_TranslucentBackground, true);
|
||||
setAttribute(Qt::WA_TransparentForMouseEvents, false);
|
||||
|
||||
setAttribute(Qt::WA_OpaquePaintEvent, false);
|
||||
setAutoFillBackground(false);
|
||||
|
||||
if (parent) {
|
||||
parent->installEventFilter(this);
|
||||
setGeometry(parent->rect());
|
||||
raise();
|
||||
}
|
||||
|
||||
controlBar = new QFrame(this);
|
||||
controlBar->setStyleSheet(
|
||||
"QFrame { background: rgba(30,30,30,200); border-radius: 6px; }"
|
||||
"QPushButton { padding: 6px 10px; border: 1px solid #aaa; border-radius: 4px; background:#f5f5f5; }"
|
||||
"QPushButton:hover { background:#eaeaea; }");
|
||||
|
||||
QHBoxLayout *barLayout = new QHBoxLayout(controlBar);
|
||||
barLayout->setContentsMargins(8, 4, 8, 4);
|
||||
|
||||
titleLabel = new QLabel("Tutorial", controlBar);
|
||||
titleLabel->setStyleSheet("color:white; font-weight:bold;");
|
||||
barLayout->addWidget(titleLabel);
|
||||
barLayout->addStretch();
|
||||
|
||||
auto mkBtn = [&](const QString &t, const QString &tip) {
|
||||
QPushButton *b = new QPushButton(t, controlBar);
|
||||
b->setToolTip(tip);
|
||||
return b;
|
||||
};
|
||||
|
||||
QPushButton *prevSeq = mkBtn("⏮", "Previous chapter");
|
||||
QPushButton *prev = mkBtn("◀", "Previous step");
|
||||
nextButton = mkBtn("▶", "Next step");
|
||||
nextSeqButton = mkBtn("⏭", "Next chapter");
|
||||
QPushButton *close = mkBtn("✕", "Exit tutorial");
|
||||
|
||||
barLayout->addWidget(prevSeq);
|
||||
barLayout->addWidget(prev);
|
||||
barLayout->addWidget(nextButton);
|
||||
barLayout->addWidget(nextSeqButton);
|
||||
barLayout->addWidget(close);
|
||||
|
||||
connect(prev, &QPushButton::clicked, this, &TutorialOverlay::prevStep);
|
||||
connect(nextButton, &QPushButton::clicked, this, &TutorialOverlay::nextStep);
|
||||
connect(prevSeq, &QPushButton::clicked, this, &TutorialOverlay::prevSequence);
|
||||
connect(nextSeqButton, &QPushButton::clicked, this, &TutorialOverlay::nextSequence);
|
||||
connect(close, &QPushButton::clicked, this, &TutorialOverlay::skipTutorial);
|
||||
|
||||
bubble = new BubbleWidget(this);
|
||||
bubble->hide();
|
||||
|
||||
controlBar->hide();
|
||||
}
|
||||
|
||||
void TutorialOverlay::showEvent(QShowEvent *event)
|
||||
{
|
||||
QWidget::showEvent(event);
|
||||
|
||||
if (parentWidget()) {
|
||||
QWidget *parent = parentWidget();
|
||||
setGeometry(0, 0, parent->width(), parent->height());
|
||||
}
|
||||
|
||||
raise();
|
||||
parentResized();
|
||||
}
|
||||
|
||||
void TutorialOverlay::setTitle(const QString &title)
|
||||
{
|
||||
titleLabel->setText(title);
|
||||
}
|
||||
|
||||
void TutorialOverlay::setBlocking(bool block)
|
||||
{
|
||||
blockInput = block;
|
||||
setAttribute(Qt::WA_TransparentForMouseEvents, !blockInput);
|
||||
}
|
||||
|
||||
void TutorialOverlay::setInteractive(bool interactive, bool clickThrough)
|
||||
{
|
||||
isInteractive = interactive;
|
||||
allowClickThrough = clickThrough;
|
||||
|
||||
if (nextButton) {
|
||||
nextButton->setEnabled(!interactive);
|
||||
if (interactive) {
|
||||
nextButton->setToolTip("Complete the highlighted action to continue");
|
||||
} else {
|
||||
nextButton->setToolTip("Next step");
|
||||
}
|
||||
}
|
||||
|
||||
if (nextSeqButton) {
|
||||
nextSeqButton->setEnabled(!interactive);
|
||||
if (interactive) {
|
||||
nextSeqButton->setToolTip("Complete the highlighted action to continue");
|
||||
} else {
|
||||
nextSeqButton->setToolTip("Next chapter");
|
||||
}
|
||||
}
|
||||
|
||||
// Update mask when clickThrough changes
|
||||
updateMask();
|
||||
}
|
||||
|
||||
void TutorialOverlay::setInteractionHint(const QString &hint)
|
||||
{
|
||||
bubble->setInteractionHint(hint);
|
||||
}
|
||||
|
||||
void TutorialOverlay::showValidationHint(const QString &hint)
|
||||
{
|
||||
if (!hint.isEmpty()) {
|
||||
bubble->setValidationHint(hint);
|
||||
}
|
||||
}
|
||||
|
||||
void TutorialOverlay::setProgress(int stepNum,
|
||||
int totalSteps,
|
||||
int overallStep,
|
||||
int overallTotal,
|
||||
const QString &sequenceTitle)
|
||||
{
|
||||
bubble->setProgress(stepNum, totalSteps, overallStep, overallTotal);
|
||||
|
||||
if (!sequenceTitle.isEmpty()) {
|
||||
titleLabel->setText(sequenceTitle);
|
||||
}
|
||||
}
|
||||
|
||||
void TutorialOverlay::setTargetWidget(QWidget *w)
|
||||
{
|
||||
if (targetWidget)
|
||||
targetWidget->removeEventFilter(this);
|
||||
|
||||
targetWidget = w;
|
||||
|
||||
if (targetWidget)
|
||||
targetWidget->installEventFilter(this);
|
||||
|
||||
recomputeLayout();
|
||||
}
|
||||
|
||||
void TutorialOverlay::setText(const QString &t)
|
||||
{
|
||||
tutorialText = t;
|
||||
bubble->setText(t);
|
||||
bubble->adjustSize();
|
||||
recomputeLayout();
|
||||
}
|
||||
|
||||
QRect TutorialOverlay::currentHoleRect() const
|
||||
{
|
||||
if (!targetWidget || !targetWidget->isVisible())
|
||||
return QRect();
|
||||
|
||||
QPoint targetGlobal = targetWidget->mapToGlobal(QPoint(0, 0));
|
||||
QPoint targetInOverlay = mapFromGlobal(targetGlobal);
|
||||
|
||||
return QRect(targetInOverlay, targetWidget->size()).adjusted(-6, -6, 6, 6);
|
||||
}
|
||||
|
||||
void TutorialOverlay::mousePressEvent(QMouseEvent *event)
|
||||
{
|
||||
QRect hole = currentHoleRect();
|
||||
|
||||
// Check if click is in the highlighted area
|
||||
if (hole.contains(event->pos())) {
|
||||
// For non-clickthrough steps, emit targetClicked for advancement
|
||||
if (!allowClickThrough && isInteractive && !qobject_cast<QLineEdit *>(targetWidget) &&
|
||||
!qobject_cast<QTextEdit *>(targetWidget) && !qobject_cast<QPlainTextEdit *>(targetWidget) &&
|
||||
!qobject_cast<QComboBox *>(targetWidget)) {
|
||||
QTimer::singleShot(100, this, [this]() { emit targetClicked(); });
|
||||
}
|
||||
// If allowClickThrough, the mask ensures events pass through
|
||||
return;
|
||||
}
|
||||
|
||||
// Click outside highlighted area - block it
|
||||
event->accept();
|
||||
}
|
||||
|
||||
void TutorialOverlay::updateMask()
|
||||
{
|
||||
if (allowClickThrough) {
|
||||
QRect hole = currentHoleRect();
|
||||
if (!hole.isEmpty()) {
|
||||
// Create a mask that excludes the hole area
|
||||
QRegion fullRegion(rect());
|
||||
QRegion holeRegion(hole);
|
||||
QRegion maskRegion = fullRegion.subtracted(holeRegion);
|
||||
setMask(maskRegion);
|
||||
} else {
|
||||
clearMask();
|
||||
}
|
||||
} else {
|
||||
clearMask();
|
||||
}
|
||||
}
|
||||
|
||||
bool TutorialOverlay::event(QEvent *event)
|
||||
{
|
||||
// Update mask on any event that might change geometry
|
||||
if (event->type() == QEvent::Move || event->type() == QEvent::Resize) {
|
||||
updateMask();
|
||||
}
|
||||
return QWidget::event(event);
|
||||
}
|
||||
|
||||
void TutorialOverlay::resizeEvent(QResizeEvent *)
|
||||
{
|
||||
recomputeLayout();
|
||||
}
|
||||
|
||||
bool TutorialOverlay::eventFilter(QObject *obj, QEvent *event)
|
||||
{
|
||||
if (obj == parentWidget() && (event->type() == QEvent::Resize || event->type() == QEvent::Move)) {
|
||||
parentResized();
|
||||
}
|
||||
|
||||
if (obj == targetWidget) {
|
||||
if (event->type() == QEvent::Show) {
|
||||
QMetaObject::invokeMethod(
|
||||
this, [this]() { recomputeLayout(); }, Qt::QueuedConnection);
|
||||
} else if (event->type() == QEvent::Hide || event->type() == QEvent::Move || event->type() == QEvent::Resize) {
|
||||
recomputeLayout();
|
||||
}
|
||||
}
|
||||
|
||||
return QWidget::eventFilter(obj, event);
|
||||
}
|
||||
|
||||
void TutorialOverlay::parentResized()
|
||||
{
|
||||
if (!parentWidget())
|
||||
return;
|
||||
|
||||
setGeometry(0, 0, parentWidget()->width(), parentWidget()->height());
|
||||
recomputeLayout();
|
||||
}
|
||||
|
||||
void TutorialOverlay::recomputeLayout()
|
||||
{
|
||||
QRect hole = currentHoleRect();
|
||||
|
||||
if (hole.isEmpty()) {
|
||||
if (bubble) {
|
||||
bubble->hide();
|
||||
}
|
||||
if (controlBar) {
|
||||
controlBar->hide();
|
||||
}
|
||||
hide();
|
||||
return;
|
||||
}
|
||||
|
||||
show();
|
||||
raise();
|
||||
|
||||
QSize bsize = bubble->sizeHint().expandedTo(QSize(160, 60));
|
||||
highlightBubbleRect = computeBubbleRect(hole, bsize);
|
||||
bubble->setGeometry(highlightBubbleRect);
|
||||
bubble->show();
|
||||
bubble->raise();
|
||||
|
||||
controlBar->adjustSize();
|
||||
controlBar->show();
|
||||
|
||||
const int margin = 8;
|
||||
QRect r = rect();
|
||||
|
||||
QList<QPoint> positions = {{r.right() - controlBar->width() - margin, r.bottom() - controlBar->height() - margin},
|
||||
{r.right() - controlBar->width() - margin, margin},
|
||||
{margin, r.bottom() - controlBar->height() - margin},
|
||||
{margin, margin}};
|
||||
|
||||
for (const QPoint &pos : positions) {
|
||||
QRect proposed(pos, controlBar->size());
|
||||
if (!proposed.intersects(hole)) {
|
||||
controlBar->move(pos);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
controlBar->raise();
|
||||
update();
|
||||
updateMask(); // Update mask after layout changes
|
||||
}
|
||||
|
||||
QRect TutorialOverlay::computeBubbleRect(const QRect &hole, const QSize &bubbleSize) const
|
||||
{
|
||||
const int margin = 16;
|
||||
QRect r = rect();
|
||||
QRect bubble;
|
||||
|
||||
if (hole.isEmpty()) {
|
||||
bubble = QRect(r.center() - QPoint(bubbleSize.width() / 2, bubbleSize.height() / 2), bubbleSize);
|
||||
} else {
|
||||
bubble = QRect(hole.right() + margin, hole.top(), bubbleSize.width(), bubbleSize.height());
|
||||
|
||||
if (!r.contains(bubble))
|
||||
bubble.moveLeft(hole.left() - margin - bubbleSize.width());
|
||||
|
||||
if (!r.contains(bubble)) {
|
||||
bubble.moveLeft(hole.center().x() - bubbleSize.width() / 2);
|
||||
bubble.moveTop(hole.top() - margin - bubbleSize.height());
|
||||
}
|
||||
|
||||
if (!r.contains(bubble))
|
||||
bubble.moveTop(hole.bottom() + margin);
|
||||
}
|
||||
|
||||
int maxLeft = qMax(r.left(), r.right() - bubble.width());
|
||||
int maxTop = qMax(r.top(), r.bottom() - bubble.height());
|
||||
|
||||
bubble.moveLeft(qBound(r.left(), bubble.left(), maxLeft));
|
||||
bubble.moveTop(qBound(r.top(), bubble.top(), maxTop));
|
||||
|
||||
return bubble;
|
||||
}
|
||||
|
||||
void TutorialOverlay::paintEvent(QPaintEvent *)
|
||||
{
|
||||
QPainter p(this);
|
||||
p.setRenderHint(QPainter::Antialiasing, true);
|
||||
|
||||
QRect hole = currentHoleRect();
|
||||
|
||||
if (hole.isEmpty()) {
|
||||
p.fillRect(rect(), QColor(0, 0, 0, 160));
|
||||
} else {
|
||||
QPainterPath fullPath;
|
||||
fullPath.addRect(rect());
|
||||
|
||||
QPainterPath holePath;
|
||||
holePath.addRoundedRect(hole, 8, 8);
|
||||
|
||||
QPainterPath overlayPath = fullPath.subtracted(holePath);
|
||||
p.fillPath(overlayPath, QColor(0, 0, 0, 160));
|
||||
|
||||
if (isInteractive) {
|
||||
QPen pen(QColor(100, 200, 255, 180), 2);
|
||||
pen.setStyle(Qt::DashLine);
|
||||
p.setPen(pen);
|
||||
p.setBrush(Qt::NoBrush);
|
||||
p.drawRoundedRect(hole, 8, 8);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,65 @@
|
||||
#ifndef TUTORIAL_OVERLAY_H
|
||||
#define TUTORIAL_OVERLAY_H
|
||||
|
||||
#include <QWidget>
|
||||
|
||||
class QFrame;
|
||||
class QLabel;
|
||||
class QPushButton;
|
||||
class BubbleWidget;
|
||||
|
||||
class TutorialOverlay : public QWidget
|
||||
{
|
||||
Q_OBJECT
|
||||
|
||||
public:
|
||||
explicit TutorialOverlay(QWidget *parent = nullptr);
|
||||
|
||||
void setTitle(const QString &title);
|
||||
void setBlocking(bool block);
|
||||
void setTargetWidget(QWidget *w);
|
||||
void setText(const QString &t);
|
||||
void setInteractive(bool interactive, bool clickThrough);
|
||||
void setInteractionHint(const QString &hint);
|
||||
void showValidationHint(const QString &hint);
|
||||
void setProgress(int stepNum, int totalSteps, int overallStep, int overallTotal, const QString &sequenceTitle);
|
||||
|
||||
void parentResized();
|
||||
QRect currentHoleRect() const;
|
||||
|
||||
signals:
|
||||
void nextStep();
|
||||
void prevStep();
|
||||
void nextSequence();
|
||||
void prevSequence();
|
||||
void skipTutorial();
|
||||
void targetClicked();
|
||||
|
||||
protected:
|
||||
void showEvent(QShowEvent *event) override;
|
||||
bool event(QEvent *event) override;
|
||||
void resizeEvent(QResizeEvent *event) override;
|
||||
void paintEvent(QPaintEvent *event) override;
|
||||
void mousePressEvent(QMouseEvent *event) override;
|
||||
void updateMask();
|
||||
bool eventFilter(QObject *obj, QEvent *event) override;
|
||||
|
||||
private:
|
||||
void recomputeLayout();
|
||||
QRect computeBubbleRect(const QRect &hole, const QSize &bubbleSize) const;
|
||||
|
||||
QWidget *targetWidget = nullptr;
|
||||
QFrame *controlBar = nullptr;
|
||||
QLabel *titleLabel = nullptr;
|
||||
QPushButton *nextButton = nullptr;
|
||||
QPushButton *nextSeqButton = nullptr;
|
||||
BubbleWidget *bubble = nullptr;
|
||||
|
||||
QString tutorialText;
|
||||
QRect highlightBubbleRect;
|
||||
bool blockInput = true;
|
||||
bool isInteractive = false;
|
||||
bool allowClickThrough = false;
|
||||
};
|
||||
|
||||
#endif // TUTORIAL_OVERLAY_H
|
||||
@@ -21,6 +21,7 @@
|
||||
#include "../interface/window_main.h"
|
||||
#include "../main.h"
|
||||
#include "../utility/visibility_change_listener.h"
|
||||
#include "libcockatrice/utility/qt_utils.h"
|
||||
#include "tab_supervisor.h"
|
||||
|
||||
#include <QAction>
|
||||
@@ -129,6 +130,194 @@ TabGame::TabGame(TabSupervisor *_tabSupervisor,
|
||||
gameTypes.append(game->getGameMetaInfo()->findRoomGameType(i));
|
||||
|
||||
QTimer::singleShot(0, this, &TabGame::loadLayout);
|
||||
|
||||
auto mainWindow = QtUtils::findParentOfType<QMainWindow>(this);
|
||||
|
||||
if (mainWindow) {
|
||||
tutorialController = new TutorialController(mainWindow);
|
||||
} else {
|
||||
tutorialController = new TutorialController(this);
|
||||
}
|
||||
|
||||
TutorialSequence lobbySequence;
|
||||
|
||||
TutorialStep introStep(deckViewContainerWidget, tr("Let's try this out."));
|
||||
lobbySequence.addStep(introStep);
|
||||
|
||||
tutorialController->addSequence(lobbySequence);
|
||||
}
|
||||
|
||||
void TabGame::showEvent(QShowEvent *event)
|
||||
{
|
||||
QWidget::showEvent(event);
|
||||
if (!tutorialStarted) {
|
||||
tutorialStarted = true;
|
||||
// Start on next event loop iteration so everything is fully painted
|
||||
QTimer::singleShot(3, tutorialController, [this] { tutorialController->start(); });
|
||||
}
|
||||
}
|
||||
|
||||
void TabGame::finishTutorialInitialization()
|
||||
{
|
||||
if (tutorialInitialized) {
|
||||
return;
|
||||
} else {
|
||||
tutorialInitialized = true;
|
||||
}
|
||||
|
||||
auto deckViewSequence = deckViewContainers.first()->generateTutorialSequence();
|
||||
|
||||
tutorialController->addSequence(deckViewSequence);
|
||||
|
||||
TutorialSequence deckSelectSequence;
|
||||
deckSelectSequence.name = tr("Deck selection and readying up");
|
||||
|
||||
TutorialStep loadDeckStep;
|
||||
loadDeckStep.targetWidget = deckViewContainers.first();
|
||||
loadDeckStep.text = tr("Let's load a deck now.");
|
||||
loadDeckStep.allowClickThrough = true;
|
||||
loadDeckStep.requiresInteraction = true;
|
||||
loadDeckStep.autoAdvanceOnValid = true;
|
||||
loadDeckStep.validationTiming = ValidationTiming::OnSignal;
|
||||
loadDeckStep.signalSource = game->getGameEventHandler();
|
||||
loadDeckStep.signalName = SIGNAL(logDeckSelect(Player *, QString, int));
|
||||
loadDeckStep.validator = [] { return true; };
|
||||
|
||||
deckSelectSequence.addStep(loadDeckStep);
|
||||
|
||||
TutorialStep readyUpStep;
|
||||
readyUpStep.targetWidget = deckViewContainers.first();
|
||||
readyUpStep.text = tr("Let's ready up now.");
|
||||
readyUpStep.allowClickThrough = true;
|
||||
readyUpStep.requiresInteraction = true;
|
||||
readyUpStep.autoAdvanceOnValid = true;
|
||||
readyUpStep.validationTiming = ValidationTiming::OnSignal;
|
||||
readyUpStep.signalSource = this;
|
||||
readyUpStep.signalName = SIGNAL(localPlayerReadyStateChanged(bool));
|
||||
readyUpStep.validator = [] { return true; };
|
||||
|
||||
deckSelectSequence.addStep(readyUpStep);
|
||||
|
||||
tutorialController->addSequence(deckSelectSequence);
|
||||
|
||||
TutorialSequence gamePlaySequence;
|
||||
gamePlaySequence.name = tr("Gameplay");
|
||||
|
||||
gamePlaySequence.addStep(
|
||||
{gamePlayAreaWidget,
|
||||
tr("Welcome to your first game! It's just a singleplayer game for now to teach you the controls.")});
|
||||
gamePlaySequence.addStep(
|
||||
{gamePlayAreaWidget,
|
||||
tr("Welcome to your first game! It's just a singleplayer game for now to teach you the controls.")});
|
||||
gamePlaySequence.addStep(
|
||||
{gamePlayAreaWidget,
|
||||
tr("Unfortunately, due to the way the game tab works, we can't highlight any specific gameplay elements but "
|
||||
"we're confident you'll be able to spot all the relevant elements on-screen.")});
|
||||
gamePlaySequence.addStep(
|
||||
{gamePlayAreaWidget,
|
||||
tr("Let's go over them quickly, left-to-right.\n\nThe phase toolbar\nThe player area\nThe battlefield")});
|
||||
gamePlaySequence.addStep(
|
||||
{gamePlayAreaWidget,
|
||||
tr("First up, is the phase toolbar. This toolbar shows the current phase of the turn. You can advance it by "
|
||||
"pressing\n\n"
|
||||
"- Tab (simply advances the phase)\n"
|
||||
"- Ctrl+Space (advances the phase and performes any associated actions)\n"
|
||||
"- Clicking directly on the phase you want to change to.\n\n"
|
||||
"You can also pass the turn here, although, you should note that most players prefer you simply leave your "
|
||||
"turn on the end step and allow them to 'take' the turn from you by pressing 'Next turn' themselves.")});
|
||||
gamePlaySequence.addStep({gamePlayAreaWidget, tr("Next up, is your player area.\n\nHere you can find:\n\n- Your "
|
||||
"avatar\n- Your life-counter\n- Various counters you can use to "
|
||||
"track temporary resources (i.e. mana)\n- Your "
|
||||
"library,\n- Your hand\n- Your graveyard\n- Your exile")});
|
||||
gamePlaySequence.addStep(
|
||||
{gamePlayAreaWidget,
|
||||
tr("To the right of your player area, and taking up most of the screen, is your battlefield.\nThe relevant "
|
||||
"zones here are, left-to-right, top-to-bottom:\n- The Stack\n- The Battlefield (Currently highlighted "
|
||||
"because it is your turn)\n- Your Hand")});
|
||||
gamePlaySequence.addStep(
|
||||
{gamePlayAreaWidget,
|
||||
tr("Before we dive any deeper into the actual controls, remember this:\n\nYou can perform almost "
|
||||
"EVERY action by right-clicking the relevant object or zone!")});
|
||||
gamePlaySequence.addStep(
|
||||
{gamePlayAreaWidget, tr("However, there are shortcuts and conveniences to speed up your games and make your "
|
||||
"life easier.\n\nLet's run through a typical game start now to get you up to speed.")});
|
||||
|
||||
TutorialStep lifeCounterStep;
|
||||
lifeCounterStep.targetWidget = gamePlayAreaWidget;
|
||||
lifeCounterStep.text =
|
||||
tr("To control your life total, you can:\n\nSet it directly using Ctrl+L\nLeft-click the "
|
||||
"number on your avatar to increment it.\nRight-click the number on your avatar to decrement "
|
||||
"it.\nMiddle-click the number on your avatar to open up an interval menu up to +-10.");
|
||||
lifeCounterStep.requiresInteraction = true;
|
||||
lifeCounterStep.allowClickThrough = true;
|
||||
lifeCounterStep.autoAdvanceOnValid = true;
|
||||
lifeCounterStep.validationTiming = ValidationTiming::OnSignal;
|
||||
lifeCounterStep.signalSource = game->getPlayerManager()
|
||||
->getActiveLocalPlayer(game->getPlayerManager()->getLocalPlayerId())
|
||||
->getPlayerEventHandler();
|
||||
lifeCounterStep.signalName = SIGNAL(logSetCounter(Player *, QString, int, int));
|
||||
lifeCounterStep.validator = [this] {
|
||||
auto counters =
|
||||
game->getPlayerManager()->getActiveLocalPlayer(game->getPlayerManager()->getLocalPlayerId())->getCounters();
|
||||
for (auto counter : counters) {
|
||||
if (counter->getName() == "life") {
|
||||
return counter->getValue() == 10;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
};
|
||||
lifeCounterStep.validationHint = tr("Set your life total to 10 using any of these methods.");
|
||||
|
||||
gamePlaySequence.addStep(lifeCounterStep);
|
||||
|
||||
TutorialStep diceRollStep;
|
||||
diceRollStep.targetWidget = gamePlayAreaWidget;
|
||||
diceRollStep.text = tr("Fantastic! Let's roll a dice now. Many players use this to determine the initial turn "
|
||||
"order.\nYou can right-click the battlefield and choose the menu "
|
||||
"option or use the shortcut (Default Ctrl+I).");
|
||||
diceRollStep.requiresInteraction = true;
|
||||
diceRollStep.allowClickThrough = true;
|
||||
diceRollStep.autoAdvanceOnValid = true;
|
||||
diceRollStep.validationTiming = ValidationTiming::OnSignal;
|
||||
diceRollStep.signalSource = game->getPlayerManager()
|
||||
->getActiveLocalPlayer(game->getPlayerManager()->getLocalPlayerId())
|
||||
->getPlayerEventHandler();
|
||||
diceRollStep.signalName = SIGNAL(logRollDie(Player *, int, const QList<uint> &));
|
||||
diceRollStep.validator = [this] { return true; };
|
||||
diceRollStep.validationHint = tr("Roll a dice using any of these methods.");
|
||||
|
||||
gamePlaySequence.addStep(diceRollStep);
|
||||
|
||||
TutorialStep mulliganStep;
|
||||
mulliganStep.targetWidget = gamePlayAreaWidget;
|
||||
mulliganStep.text =
|
||||
tr("Alright, with that out of the way, we can get down to business:\n\nDrawing cards!\n\nTo draw your initial "
|
||||
"hand:\n\n- Right-click your hand in the player area and select 'Take mulligan'\n-n Right-click your hand "
|
||||
"zone on the battlefield and select 'Take mulligan'\n- Use the default shortcut (Ctrl+M)");
|
||||
mulliganStep.requiresInteraction = true;
|
||||
mulliganStep.allowClickThrough = true;
|
||||
mulliganStep.autoAdvanceOnValid = true;
|
||||
mulliganStep.validationTiming = ValidationTiming::OnSignal;
|
||||
mulliganStep.signalSource = game->getPlayerManager()
|
||||
->getActiveLocalPlayer(game->getPlayerManager()->getLocalPlayerId())
|
||||
->getPlayerEventHandler();
|
||||
mulliganStep.signalName = SIGNAL(logDrawCards(Player *, int, bool));
|
||||
mulliganStep.validator = [this] {
|
||||
return game->getPlayerManager()
|
||||
->getActiveLocalPlayer(game->getPlayerManager()->getLocalPlayerId())
|
||||
->getHandZone()
|
||||
->getCards()
|
||||
.size() == 7;
|
||||
};
|
||||
mulliganStep.validationHint = tr("Mulligan to 7 cards using any of these methods.");
|
||||
|
||||
gamePlaySequence.addStep(mulliganStep);
|
||||
|
||||
gamePlaySequence.addStep({gamePlayAreaWidget, tr("")});
|
||||
gamePlaySequence.addStep({gamePlayAreaWidget, tr("")});
|
||||
|
||||
gamePlaySequence.addStep({gamePlayAreaWidget, tr("")});
|
||||
tutorialController->addSequence(gamePlaySequence);
|
||||
}
|
||||
|
||||
void TabGame::connectToGameState()
|
||||
@@ -687,6 +876,8 @@ void TabGame::addLocalPlayer(Player *newPlayer, int playerId)
|
||||
deckView->playerDeckView->readyAndUpdate();
|
||||
});
|
||||
}
|
||||
|
||||
finishTutorialInitialization();
|
||||
}
|
||||
|
||||
void TabGame::processPlayerLeave(Player *leavingPlayer)
|
||||
@@ -750,6 +941,8 @@ void TabGame::loadDeckForLocalPlayer(Player *localPlayer, int playerId, ServerIn
|
||||
CardPictureLoader::cacheCardPixmaps(CardDatabaseManager::query()->getCards(deckList.getCardRefList()));
|
||||
deckViewContainer->playerDeckView->setDeck(deckList);
|
||||
localPlayer->setDeck(deckList);
|
||||
|
||||
emit localPlayerDeckSelected();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -767,6 +960,7 @@ void TabGame::processLocalPlayerSideboardLocked(int playerId, bool sideboardLock
|
||||
void TabGame::processLocalPlayerReadyStateChanged(int playerId, bool ready)
|
||||
{
|
||||
deckViewContainers.value(playerId)->playerDeckView->setReadyStart(ready);
|
||||
emit localPlayerReadyStateChanged(ready);
|
||||
}
|
||||
|
||||
void TabGame::createZoneForPlayer(Player *newPlayer, int playerId)
|
||||
|
||||
@@ -57,6 +57,9 @@ class TabGame : public Tab
|
||||
Q_OBJECT
|
||||
private:
|
||||
AbstractGame *game;
|
||||
TutorialController *tutorialController;
|
||||
bool tutorialStarted = false;
|
||||
bool tutorialInitialized = false;
|
||||
const UserListProxy *userListProxy;
|
||||
ReplayManager *replayManager = nullptr;
|
||||
QStringList gameTypes;
|
||||
@@ -125,6 +128,8 @@ private:
|
||||
void createDeckViewContainerWidget(bool bReplay = false);
|
||||
void createReplayDock(GameReplay *replay);
|
||||
signals:
|
||||
void localPlayerDeckSelected();
|
||||
void localPlayerReadyStateChanged(bool ready);
|
||||
void gameClosing(TabGame *tab);
|
||||
void containerProcessingStarted(const GameEventContext &context);
|
||||
void containerProcessingDone();
|
||||
@@ -176,6 +181,8 @@ public:
|
||||
QList<AbstractClient *> &_clients,
|
||||
const Event_GameJoined &event,
|
||||
const QMap<int, QString> &_roomGameTypes);
|
||||
void showEvent(QShowEvent *event);
|
||||
void finishTutorialInitialization();
|
||||
void connectToGameState();
|
||||
void connectToPlayerManager();
|
||||
void connectToGameEventHandler();
|
||||
|
||||
@@ -149,6 +149,10 @@ public:
|
||||
{
|
||||
return userListManager;
|
||||
}
|
||||
[[nodiscard]] TabHome *getTabHome() const
|
||||
{
|
||||
return tabHome;
|
||||
}
|
||||
[[nodiscard]] const QMap<int, TabRoom *> &getRoomTabs() const
|
||||
{
|
||||
return roomTabs;
|
||||
|
||||
@@ -6,8 +6,10 @@
|
||||
#include "../../interface/pixel_map_generator.h"
|
||||
#include "../../interface/widgets/cards/card_info_frame_widget.h"
|
||||
#include "../../interface/widgets/deck_analytics/deck_analytics_widget.h"
|
||||
#include "../../interface/widgets/general/tutorial/tutorial_controller.h"
|
||||
#include "../../interface/widgets/visual_deck_editor/visual_deck_editor_widget.h"
|
||||
#include "../tab_deck_editor.h"
|
||||
#include "../tab_home.h"
|
||||
#include "../tab_supervisor.h"
|
||||
#include "tab_deck_editor_visual_tab_widget.h"
|
||||
|
||||
@@ -51,6 +53,83 @@ TabDeckEditorVisual::TabDeckEditorVisual(TabSupervisor *_tabSupervisor) : Abstra
|
||||
|
||||
loadLayout();
|
||||
cardDatabaseDockWidget->setHidden(true);
|
||||
tutorialController = new TutorialController(this);
|
||||
|
||||
auto deckDockSequence = deckDockWidget->generateTutorialSequence();
|
||||
|
||||
tutorialController->addSequence(deckDockSequence);
|
||||
|
||||
auto sequence = TutorialSequence();
|
||||
|
||||
sequence.addStep({tabContainer->tabBar(),
|
||||
"The Visual Deck Editor has multiple different functionalities.\n\nYou can cycle "
|
||||
"through them by using these tabs.\n\nLet's start with the Visual Deck View."});
|
||||
sequence.addStep({tabContainer->visualDeckView,
|
||||
"The cards in your deck will be displayed here, allowing for an easy overview.\n\nLet's try "
|
||||
"adding some now, so you can see it in action!",
|
||||
[this]() { tabContainer->setCurrentWidget(tabContainer->visualDeckView); }});
|
||||
|
||||
// sequence.addStep({printingSelectorDockWidget, "Change the printings in your deck here."});
|
||||
|
||||
tutorialController->addSequence(sequence);
|
||||
|
||||
auto vdeSequence = tabContainer->visualDeckView->addTutorialSteps();
|
||||
vdeSequence.addStep({tabContainer->tabBar(), "Let's look at the database tab now."});
|
||||
tutorialController->addSequence(vdeSequence);
|
||||
|
||||
auto vddSequence = tabContainer->visualDatabaseDisplay->addTutorialSteps();
|
||||
vddSequence.steps.prepend(
|
||||
{tabContainer->visualDatabaseDisplay,
|
||||
"You can view the database here, either as card images or in the old table display "
|
||||
"style.\n\nAdditionally, there are many powerful and easy to use filters available.\n\nLet's dive in!",
|
||||
[this]() { tabContainer->setCurrentWidget(tabContainer->visualDatabaseDisplay); }});
|
||||
|
||||
tutorialController->addSequence(vddSequence);
|
||||
|
||||
auto analyticsSequence = tabContainer->deckAnalytics->generateTutorialSequence();
|
||||
analyticsSequence.steps.prepend({tabContainer->tabBar(), "Let's look at the analytics tab now."});
|
||||
|
||||
TutorialStep analyticsConclusionStep;
|
||||
analyticsConclusionStep.targetWidget = tabContainer->tabBar();
|
||||
analyticsConclusionStep.text =
|
||||
tr("That was it for the analytics tab.\n\nLet's now look at an equally useful tab, which provides you with "
|
||||
"detailed information about possible hands, invaluable information when testing out a new deck.");
|
||||
|
||||
analyticsSequence.addStep(analyticsConclusionStep);
|
||||
|
||||
tutorialController->addSequence(analyticsSequence);
|
||||
|
||||
auto sampleHandSequence = tabContainer->sampleHandWidget->generateTutorialSequence();
|
||||
|
||||
tutorialController->addSequence(sampleHandSequence);
|
||||
|
||||
TutorialSequence endSequence;
|
||||
endSequence.name = tr("Visual Deck Editor Conclusion");
|
||||
|
||||
TutorialStep introStep;
|
||||
introStep.targetWidget = this;
|
||||
introStep.text = tr("This concludes the Visual Deck Editor tutorial.");
|
||||
introStep.onEnter = [this]() { tabContainer->setCurrentWidget(tabContainer->visualDeckView); };
|
||||
endSequence.addStep(introStep);
|
||||
|
||||
TutorialStep conclusionStep;
|
||||
conclusionStep.targetWidget = tabSupervisor->tabBar();
|
||||
conclusionStep.text =
|
||||
tr("Let's go back to the Home Tab now to explore where you can manage your newly created deck.");
|
||||
conclusionStep.onExit = [this]() { tabSupervisor->setCurrentWidget(tabSupervisor->getTabHome()); };
|
||||
endSequence.addStep(conclusionStep);
|
||||
|
||||
tutorialController->addSequence(endSequence);
|
||||
}
|
||||
|
||||
void TabDeckEditorVisual::showEvent(QShowEvent *ev)
|
||||
{
|
||||
QWidget::showEvent(ev);
|
||||
if (!tutorialStarted) {
|
||||
tutorialStarted = true;
|
||||
// Start on next event loop iteration so everything is fully painted
|
||||
QTimer::singleShot(0, tutorialController, [this] { tutorialController->start(); });
|
||||
}
|
||||
}
|
||||
|
||||
/** @brief Creates the central frame containing the tab container. */
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
#include "../tab.h"
|
||||
#include "tab_deck_editor_visual_tab_widget.h"
|
||||
|
||||
class TutorialController;
|
||||
/**
|
||||
* @class TabDeckEditorVisual
|
||||
* @ingroup DeckEditorTabs
|
||||
@@ -55,7 +56,12 @@ class TabDeckEditorVisual : public AbstractTabDeckEditor
|
||||
{
|
||||
Q_OBJECT
|
||||
|
||||
private:
|
||||
TutorialController *tutorialController = nullptr;
|
||||
bool tutorialStarted = false;
|
||||
|
||||
protected slots:
|
||||
void showEvent(QShowEvent *ev) override;
|
||||
/**
|
||||
* @brief Load the editor layout from settings.
|
||||
*/
|
||||
|
||||
@@ -22,6 +22,11 @@ public:
|
||||
void initialize();
|
||||
void retranslateUi();
|
||||
|
||||
SettingsButtonWidget *getSetFilterWidget()
|
||||
{
|
||||
return quickFilterSetWidget;
|
||||
};
|
||||
|
||||
private:
|
||||
VisualDatabaseDisplayWidget *visualDatabaseDisplay;
|
||||
|
||||
|
||||
@@ -5,14 +5,14 @@
|
||||
#include "../../../filters/syntax_help.h"
|
||||
#include "../../pixel_map_generator.h"
|
||||
#include "../cards/card_info_picture_with_text_overlay_widget.h"
|
||||
#include "../deck_editor/deck_state_manager.h"
|
||||
#include "../general/tutorial/tutorial_controller.h"
|
||||
#include "../quick_settings/settings_button_widget.h"
|
||||
#include "../tabs/visual_deck_editor/tab_deck_editor_visual.h"
|
||||
#include "../utility/custom_line_edit.h"
|
||||
#include "visual_database_display_color_filter_widget.h"
|
||||
#include "visual_database_display_filter_save_load_widget.h"
|
||||
#include "visual_database_display_main_type_filter_widget.h"
|
||||
#include "visual_database_display_name_filter_widget.h"
|
||||
#include "visual_database_display_set_filter_widget.h"
|
||||
#include "visual_database_display_sub_type_filter_widget.h"
|
||||
|
||||
#include <QHeaderView>
|
||||
#include <QScrollBar>
|
||||
@@ -20,7 +20,7 @@
|
||||
#include <libcockatrice/card/card_info_comparator.h>
|
||||
#include <libcockatrice/card/database/card_database.h>
|
||||
#include <libcockatrice/card/database/card_database_manager.h>
|
||||
#include <utility>
|
||||
#include <libcockatrice/utility/qt_utils.h>
|
||||
|
||||
VisualDatabaseDisplayWidget::VisualDatabaseDisplayWidget(QWidget *parent,
|
||||
AbstractTabDeckEditor *_deckEditor,
|
||||
@@ -135,6 +135,87 @@ VisualDatabaseDisplayWidget::VisualDatabaseDisplayWidget(QWidget *parent,
|
||||
retranslateUi();
|
||||
}
|
||||
|
||||
TutorialSequence VisualDatabaseDisplayWidget::addTutorialSteps()
|
||||
{
|
||||
auto sequence = TutorialSequence();
|
||||
sequence.addStep({colorFilterWidget, "Filter the database by colors with these controls"});
|
||||
TutorialStep displayModeStep;
|
||||
displayModeStep.targetWidget = displayModeButton;
|
||||
displayModeStep.text = tr("You can change back to the old table display-style with this button.");
|
||||
displayModeStep.allowClickThrough = true;
|
||||
sequence.addStep(displayModeStep);
|
||||
sequence.addStep({filterContainer, "Use these controls for quick access to common filters."});
|
||||
|
||||
TutorialStep setFilterStep;
|
||||
setFilterStep.targetWidget = filterContainer->getSetFilterWidget();
|
||||
setFilterStep.text = tr("Let's try it out now by selecting a set filter!");
|
||||
setFilterStep.allowClickThrough = true;
|
||||
setFilterStep.requiresInteraction = true;
|
||||
setFilterStep.autoAdvanceOnValid = true;
|
||||
setFilterStep.validationTiming = ValidationTiming::OnSignal;
|
||||
setFilterStep.signalSource = filterModel;
|
||||
setFilterStep.signalName = SIGNAL(layoutChanged());
|
||||
setFilterStep.validator = [] { return true; };
|
||||
sequence.addStep(setFilterStep);
|
||||
|
||||
TutorialStep explorationStep;
|
||||
explorationStep.targetWidget = this;
|
||||
explorationStep.text = tr(
|
||||
"Try it out!\n\nWe've cleared the previous deck. Add 5 different new cards to the deck by clicking on them!");
|
||||
explorationStep.allowClickThrough = true;
|
||||
explorationStep.requiresInteraction = true;
|
||||
explorationStep.autoAdvanceOnValid = true;
|
||||
explorationStep.validationTiming = ValidationTiming::OnSignal;
|
||||
if (QtUtils::findParentOfType<TabDeckEditorVisual>(this)) {
|
||||
explorationStep.onEnter = [this] {
|
||||
QtUtils::findParentOfType<TabDeckEditorVisual>(this)->deckStateManager->clearDeck();
|
||||
};
|
||||
explorationStep.signalSource =
|
||||
QtUtils::findParentOfType<TabDeckEditorVisual>(this)->deckStateManager->getModel();
|
||||
explorationStep.signalName = SIGNAL(cardNodesChanged());
|
||||
explorationStep.validator = [this] {
|
||||
if (QtUtils::findParentOfType<TabDeckEditorVisual>(this)) {
|
||||
return QtUtils::findParentOfType<TabDeckEditorVisual>(this)
|
||||
->deckStateManager->getModel()
|
||||
->getDeckList()
|
||||
->getCardList()
|
||||
.size() >= 5;
|
||||
}
|
||||
return true;
|
||||
};
|
||||
}
|
||||
|
||||
sequence.addStep(explorationStep);
|
||||
|
||||
TutorialStep conclusionStep;
|
||||
conclusionStep.targetWidget = this;
|
||||
conclusionStep.text = tr(
|
||||
"Great!\n\nLet's look at them in the deck view before we conclude this tutorial with the analytics widgets.");
|
||||
conclusionStep.onExit = [this]() {
|
||||
auto tabWidget = QtUtils::findParentOfType<TabDeckEditorVisualTabWidget>(this);
|
||||
if (tabWidget) {
|
||||
tabWidget->setCurrentWidget(tabWidget->visualDeckView);
|
||||
}
|
||||
};
|
||||
|
||||
sequence.addStep(conclusionStep);
|
||||
|
||||
/*sequence.addStep(
|
||||
{quickFilterSaveLoadWidget, "This button will let you save and load all currently applied filters to files."});
|
||||
sequence.addStep({quickFilterNameWidget,
|
||||
"This button will let you apply name filters. Optionally, you can import every card in "
|
||||
"your deck as a name filter and then save this as a filter using the save/load button "
|
||||
"to make your own quick access collections!"});
|
||||
sequence.addStep({mainTypeFilterWidget, "Use these buttons to quickly filter by card types."});
|
||||
sequence.addStep({quickFilterSubTypeWidget, "This button will let you apply filters for card sub-types."});
|
||||
sequence.addStep(
|
||||
{quickFilterSetWidget,
|
||||
"This button will let you apply filters for card sets. You can also filter to the X most recent sets. "
|
||||
"Filtering to a set will display all printings of a card within that set."});*/
|
||||
|
||||
return sequence;
|
||||
}
|
||||
|
||||
void VisualDatabaseDisplayWidget::initialize()
|
||||
{
|
||||
databaseLoadIndicator->setVisible(false);
|
||||
|
||||
@@ -14,6 +14,7 @@
|
||||
#include "../cards/card_size_widget.h"
|
||||
#include "../general/layout_containers/flow_widget.h"
|
||||
#include "../general/layout_containers/overlap_control_widget.h"
|
||||
#include "../general/tutorial/tutorial_controller.h"
|
||||
#include "../utility/custom_line_edit.h"
|
||||
#include "visual_database_display_color_filter_widget.h"
|
||||
#include "visual_database_display_filter_toolbar_widget.h"
|
||||
@@ -26,6 +27,7 @@
|
||||
#include <libcockatrice/models/deck_list/deck_list_model.h>
|
||||
#include <qscrollarea.h>
|
||||
|
||||
class TutorialController;
|
||||
inline Q_LOGGING_CATEGORY(VisualDatabaseDisplayLog, "visual_database_display");
|
||||
|
||||
class VisualDatabaseDisplayWidget : public QWidget
|
||||
@@ -70,6 +72,7 @@ public:
|
||||
VisualDatabaseDisplayColorFilterWidget *colorFilterWidget;
|
||||
|
||||
public slots:
|
||||
TutorialSequence addTutorialSteps();
|
||||
void onSearchModelChanged();
|
||||
|
||||
signals:
|
||||
|
||||
@@ -121,3 +121,60 @@ void VisualDeckDisplayOptionsWidget::updateDisplayType()
|
||||
}
|
||||
emit displayTypeChanged(currentDisplayType);
|
||||
}
|
||||
|
||||
TutorialSequence VisualDeckDisplayOptionsWidget::generateTutorialSequence(TutorialSequence sequence)
|
||||
{
|
||||
TutorialStep introStep;
|
||||
introStep.targetWidget = this;
|
||||
introStep.text = tr("You can change how the deck is displayed, grouped, and sorted here.");
|
||||
|
||||
sequence.addStep(introStep);
|
||||
|
||||
TutorialStep displayTypeStep;
|
||||
displayTypeStep.targetWidget = displayTypeButton;
|
||||
displayTypeStep.text =
|
||||
tr("You can change the layout of the displayed cards by clicking on this button.\n\nThe overlap type will "
|
||||
"stack cards on top of each other, leaving the top exposed for easy skimming.\nYou can always hover your "
|
||||
"mouse over a card to display a zoomed version of it.\n\nThe flat layout will display cards next to each "
|
||||
"other, without any overlap.\n\nLet's switch to flat now!");
|
||||
displayTypeStep.allowClickThrough = true;
|
||||
displayTypeStep.requiresInteraction = true;
|
||||
displayTypeStep.validationTiming = ValidationTiming::OnSignal;
|
||||
displayTypeStep.signalSource = displayTypeButton;
|
||||
displayTypeStep.signalName = SIGNAL(clicked());
|
||||
displayTypeStep.autoAdvanceOnValid = true;
|
||||
displayTypeStep.validator = [] { return true; };
|
||||
|
||||
sequence.addStep(displayTypeStep);
|
||||
|
||||
TutorialStep groupStep;
|
||||
groupStep.targetWidget = groupByComboBox;
|
||||
groupStep.text = tr("You can change how cards are grouped here.\n\nLet's change cards to be grouped by 'Color'");
|
||||
groupStep.allowClickThrough = true;
|
||||
groupStep.requiresInteraction = true;
|
||||
groupStep.validationTiming = ValidationTiming::OnChange;
|
||||
groupStep.autoAdvanceOnValid = true;
|
||||
groupStep.validator = [this]() { return groupByComboBox->currentIndex() == 2; };
|
||||
groupStep.validationHint = tr("Select the 'Color' option");
|
||||
|
||||
sequence.addStep(groupStep);
|
||||
|
||||
TutorialStep sortStep;
|
||||
sortStep.targetWidget = sortCriteriaButton;
|
||||
sortStep.text =
|
||||
tr("Let's check out sorting now. In the visual deck view, sort modifiers are hierarchical,\n meaning "
|
||||
"that the cards will first be sorted using the top-most criteria\nand then, if cards are equal using this "
|
||||
"criteria,\nthe next criteria in the list will be used as a tie-breaker.\n\n"
|
||||
"Change the sorting to be based primarily on converted mana cost (cmc) by dragging it to the top.");
|
||||
sortStep.allowClickThrough = true;
|
||||
sortStep.requiresInteraction = true;
|
||||
sortStep.autoAdvanceOnValid = true;
|
||||
sortStep.validationTiming = ValidationTiming::OnSignal;
|
||||
sortStep.signalSource = this;
|
||||
sortStep.signalName = SIGNAL(sortCriteriaChanged(const QStringList &));
|
||||
sortStep.validator = []() { return true; };
|
||||
|
||||
sequence.addStep(sortStep);
|
||||
|
||||
return sequence;
|
||||
}
|
||||
|
||||
@@ -85,6 +85,8 @@ public:
|
||||
return activeSortCriteria;
|
||||
}
|
||||
|
||||
TutorialSequence generateTutorialSequence(TutorialSequence sequence);
|
||||
|
||||
private slots:
|
||||
/**
|
||||
* @brief Slot triggered whenever the sort list is reordered.
|
||||
|
||||
@@ -5,6 +5,9 @@
|
||||
#include "../cards/card_info_picture_widget.h"
|
||||
#include "../deck_analytics/analyzer_modules/draw_probability/draw_probability_widget.h"
|
||||
#include "../deck_analytics/deck_list_statistics_analyzer.h"
|
||||
#include "../general/tutorial/tutorial_controller.h"
|
||||
#include "../tabs/visual_deck_editor/tab_deck_editor_visual_tab_widget.h"
|
||||
#include "libcockatrice/utility/qt_utils.h"
|
||||
|
||||
#include <QSplitter>
|
||||
#include <libcockatrice/card/database/card_database_manager.h>
|
||||
@@ -66,6 +69,27 @@ VisualDeckEditorSampleHandWidget::VisualDeckEditorSampleHandWidget(QWidget *pare
|
||||
retranslateUi();
|
||||
}
|
||||
|
||||
TutorialSequence VisualDeckEditorSampleHandWidget::generateTutorialSequence()
|
||||
{
|
||||
TutorialSequence sampleHandSequence;
|
||||
sampleHandSequence.name = tr("Sample Hand");
|
||||
|
||||
TutorialStep introStep;
|
||||
introStep.targetWidget = this;
|
||||
introStep.text = tr("This is the sample hand tab.\n\nHere, you can draw a sample hand from your deck without "
|
||||
"having to start a game as well as view statistical information about your draws.");
|
||||
introStep.onEnter = [this]() {
|
||||
auto tabWidget = QtUtils::findParentOfType<TabDeckEditorVisualTabWidget>(this);
|
||||
if (tabWidget) {
|
||||
tabWidget->setCurrentWidget(tabWidget->sampleHandWidget);
|
||||
}
|
||||
};
|
||||
|
||||
sampleHandSequence.addStep(introStep);
|
||||
|
||||
return sampleHandSequence;
|
||||
}
|
||||
|
||||
void VisualDeckEditorSampleHandWidget::retranslateUi()
|
||||
{
|
||||
resetButton->setText(tr("Draw a new sample hand"));
|
||||
|
||||
@@ -10,6 +10,7 @@
|
||||
#include "../cards/card_size_widget.h"
|
||||
#include "../deck_analytics/deck_list_statistics_analyzer.h"
|
||||
#include "../general/layout_containers/flow_widget.h"
|
||||
#include "../general/tutorial/tutorial_controller.h"
|
||||
|
||||
#include <QPushButton>
|
||||
#include <QSpinBox>
|
||||
@@ -25,6 +26,7 @@ public:
|
||||
DeckListModel *deckListModel,
|
||||
DeckListStatisticsAnalyzer *statsAnalyzer);
|
||||
QList<ExactCard> getRandomCards(int amountToGet);
|
||||
TutorialSequence generateTutorialSequence();
|
||||
|
||||
public slots:
|
||||
void updateDisplay();
|
||||
|
||||
@@ -24,6 +24,7 @@
|
||||
#include <libcockatrice/models/database/card/card_search_model.h>
|
||||
#include <libcockatrice/models/database/card_database_model.h>
|
||||
#include <libcockatrice/models/deck_list/deck_list_model.h>
|
||||
#include <libcockatrice/utility/qt_utils.h>
|
||||
#include <qscrollarea.h>
|
||||
|
||||
VisualDeckEditorWidget::VisualDeckEditorWidget(QWidget *parent,
|
||||
@@ -413,4 +414,84 @@ void VisualDeckEditorWidget::onSelectionChanged(const QItemSelection &selected,
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
TutorialSequence VisualDeckEditorWidget::addTutorialSteps()
|
||||
{
|
||||
TutorialSequence sequence;
|
||||
sequence.name = "Adding Cards to Your Deck";
|
||||
|
||||
TutorialStep introStep;
|
||||
introStep.targetWidget = displayOptionsAndSearch;
|
||||
introStep.text = "There are two ways of adding cards to your deck:\n\n"
|
||||
"The first is by using the quick search bar in the deck view tab.\n"
|
||||
"This is helpful if you already know which card you would like to add "
|
||||
"and will provide name suggestions as you type.\n\n"
|
||||
"We'll look at the second way, through the database tab, later.";
|
||||
sequence.addStep(introStep);
|
||||
|
||||
TutorialStep searchStep;
|
||||
searchStep.targetWidget = searchBar;
|
||||
searchStep.text = "Let's try it out now!\nType the name of a card into the search bar.";
|
||||
searchStep.allowClickThrough = true;
|
||||
searchStep.requiresInteraction = true;
|
||||
searchStep.autoAdvanceOnValid = true;
|
||||
searchStep.validationTiming = ValidationTiming::OnChange; // Make sure this is set!
|
||||
searchStep.validator = [this]() {
|
||||
return CardDatabaseManager::query()->getCard({searchBar->text()}) != ExactCard();
|
||||
};
|
||||
searchStep.validationHint = "Please enter a valid card name.";
|
||||
searchStep.customInteractionHint = "✏️ Type a valid card name to continue";
|
||||
|
||||
sequence.addStep(searchStep);
|
||||
|
||||
TutorialStep addStep;
|
||||
addStep.targetWidget = searchPushButton;
|
||||
addStep.text = "Click this button to add the card to your deck.";
|
||||
addStep.allowClickThrough = true;
|
||||
addStep.requiresInteraction = true;
|
||||
addStep.autoAdvanceOnValid = true;
|
||||
addStep.validationTiming = ValidationTiming::OnSignal;
|
||||
addStep.signalSource = deckListModel;
|
||||
addStep.signalName = SIGNAL(cardAddedAt(const QModelIndex &));
|
||||
addStep.validator = [this]() { return deckListModel->getCardNodes().size() >= 1; };
|
||||
|
||||
sequence.addStep(addStep);
|
||||
|
||||
TutorialStep organizationStep;
|
||||
organizationStep.targetWidget = this;
|
||||
organizationStep.text = "Let's look at how cards are organized and displayed now.\n\nWe'll add some random cards "
|
||||
"from the database to your deck, so you can see it in action properly.";
|
||||
organizationStep.onExit = [this]() {
|
||||
while (deckListModel->getDeckList()->getCardList().size() < 60) {
|
||||
deckListModel->addCard(CardDatabaseManager::query()->getRandomCard(), DECK_ZONE_MAIN);
|
||||
}
|
||||
};
|
||||
|
||||
sequence.addStep(organizationStep);
|
||||
|
||||
TutorialStep hoverStep;
|
||||
hoverStep.targetWidget = this;
|
||||
hoverStep.text = "Great! Take some time to explore these new cards in the current display mode.\n\nYou can select "
|
||||
"a card by clicking on it with the left mouse button.\nYou can select multiple cards by holding "
|
||||
"down CTRL or Shift.\nYou can clear the current selection by clicking on an area without a "
|
||||
"card.\nDouble-clicking a card will move it between main and sideboard.\nRight-clicking a card "
|
||||
"will remove it from the deck.\n\nYou can hover over a card to see a zoomed version of it.";
|
||||
hoverStep.allowClickThrough = true;
|
||||
|
||||
sequence.addStep(hoverStep);
|
||||
|
||||
sequence = displayOptionsWidget->generateTutorialSequence(sequence);
|
||||
|
||||
TutorialStep conclusionStep;
|
||||
conclusionStep.targetWidget = this;
|
||||
conclusionStep.text =
|
||||
"Great!\n\nNow that you've learned about all the different ways of displaying the cards in "
|
||||
"your deck, it's time to move on to searching for new cards for your deck in style and ease.\n\nYou can stay "
|
||||
"on this screen to play around with the display options and advance when you are ready.";
|
||||
conclusionStep.allowClickThrough = true;
|
||||
|
||||
sequence.addStep(conclusionStep);
|
||||
|
||||
return sequence;
|
||||
}
|
||||
@@ -10,6 +10,7 @@
|
||||
#include "../cards/card_info_picture_with_text_overlay_widget.h"
|
||||
#include "../cards/card_size_widget.h"
|
||||
#include "../general/layout_containers/overlap_control_widget.h"
|
||||
#include "../general/tutorial/tutorial_controller.h"
|
||||
#include "../quick_settings/settings_button_widget.h"
|
||||
#include "visual_deck_editor_placeholder_widget.h"
|
||||
|
||||
@@ -45,6 +46,7 @@ public:
|
||||
|
||||
void setSelectionModel(QItemSelectionModel *model);
|
||||
void onSelectionChanged(const QItemSelection &selected, const QItemSelection &deselected);
|
||||
TutorialSequence addTutorialSteps();
|
||||
void updatePlaceholderVisibility();
|
||||
QItemSelectionModel *getSelectionModel() const
|
||||
{
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
#include "visual_deck_storage_widget.h"
|
||||
|
||||
#include "../../../client/settings/cache_settings.h"
|
||||
#include "../general/tutorial/tutorial_controller.h"
|
||||
#include "../quick_settings/settings_button_widget.h"
|
||||
#include "deck_preview/deck_preview_widget.h"
|
||||
#include "visual_deck_storage_folder_display_widget.h"
|
||||
@@ -88,6 +89,30 @@ VisualDeckStorageWidget::VisualDeckStorageWidget(QWidget *parent) : QWidget(pare
|
||||
}
|
||||
}
|
||||
|
||||
TutorialSequence VisualDeckStorageWidget::generateTutorialSequence(TutorialSequence vdsSequence)
|
||||
{
|
||||
vdsSequence.addStep(
|
||||
{this, tr("This is the visual deck storage. It displays all the files and folders located in "
|
||||
"your default deck storage location. You can adjust this location in the settings.")});
|
||||
vdsSequence.addStep({searchAndSortContainer,
|
||||
tr("You can filter the decks in your collection using these widgets. Check the (i) symbol in "
|
||||
"the search bar for more information on the syntax used to filter decks.")});
|
||||
vdsSequence.addStep(
|
||||
{tagFilterWidget,
|
||||
tr("Additionally, the VDS allows you to assign and filter by tags. This is very helpful for large deck "
|
||||
"collections, as it allows you to group similar decks (i.e. by power level or theme) and then 'drill down' "
|
||||
"to exactly the combination of tags that interests you (i.e. 'I want to play a mid-power deck focused on "
|
||||
"this type of card that wins with this strategy.')\n\nYou can left-click a tag to add it to the "
|
||||
"filter.\nThe widget will then automatically filter the list to only include tags from decks which also "
|
||||
"contain your original tag.\n\nYou can exclude a tag by right-clicking it.\n\nYou can clear a tags filter "
|
||||
"status with the middle mouse button.")});
|
||||
vdsSequence.addStep({scrollArea, tr("This is where all your local decks will be displayed. You can customize their "
|
||||
"display status using the cogwheel in the top right.\nYou can select a deck by "
|
||||
"double-clicking it.\n\nRight-click a deck for more options.")});
|
||||
|
||||
return vdsSequence;
|
||||
}
|
||||
|
||||
void VisualDeckStorageWidget::refreshIfPossible()
|
||||
{
|
||||
if (scrollArea->widget() != databaseLoadIndicator) {
|
||||
|
||||
@@ -9,6 +9,7 @@
|
||||
|
||||
#include "../../deck_loader/deck_loader.h"
|
||||
#include "../cards/card_size_widget.h"
|
||||
#include "../general/tutorial/tutorial_controller.h"
|
||||
#include "../quick_settings/settings_button_widget.h"
|
||||
#include "deck_preview/deck_preview_color_identity_filter_widget.h"
|
||||
#include "visual_deck_storage_folder_display_widget.h"
|
||||
@@ -32,6 +33,7 @@ public:
|
||||
explicit VisualDeckStorageWidget(QWidget *parent);
|
||||
void refreshIfPossible();
|
||||
void retranslateUi();
|
||||
TutorialSequence generateTutorialSequence(TutorialSequence vdsSequence);
|
||||
|
||||
VisualDeckStorageTagFilterWidget *tagFilterWidget;
|
||||
bool deckPreviewSelectionAnimationEnabled;
|
||||
|
||||
Reference in New Issue
Block a user