[Game Selector] Add button to join game as judge as well as convenience filters and doxygen (#6325)

* Add button to join game as judge as well as convenience filters.

Took 1 hour 11 minutes

* Change button to filter to games created by buddies, set default filter settings to be very permissive.

Took 45 minutes

* Remove debug.

Took 3 minutes

* Update game_selector.cpp

* Add spacers, rearrange.

Took 20 minutes


Took 20 seconds

* Add explanation tooltip.

Took 39 seconds

* Try layouting.

Took 14 minutes

* Set min size, set spacing for mac os

Took 3 minutes

* Try without the labels.

Took 3 minutes

* Don't use labels.

Took 5 minutes

* Fine-tune.

Took 2 minutes

* AsJudge

Took 4 minutes

* Clear up comment.

Took 37 seconds

* Remove shift hotkey.

Took 4 minutes

* Spectate as judge.

Took 8 minutes

* Add checkBox to create game as judge.

Took 7 minutes

* Fix crash.

Took 12 minutes

* Rename, fix returns.

Took 19 minutes

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
This commit is contained in:
BruebachL 2025-11-16 18:04:42 +01:00 committed by GitHub
parent 9a3104c5ac
commit 537e29d937
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GPG key ID: B5690EEEBB952194
13 changed files with 594 additions and 83 deletions

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@ -1,9 +1,3 @@
/**
* @file games_model.h
* @ingroup Lobby
* @brief TODO: Document this.
*/
#ifndef GAMESMODEL_H
#define GAMESMODEL_H
@ -19,60 +13,107 @@
class UserListProxy;
/**
* @class GamesModel
* @ingroup Lobby
* @brief Model storing all available games for display in a QTreeView or QTableView.
*
* Provides access to game information, supports sorting by different columns,
* and updates when new game data is received from the server.
*/
class GamesModel : public QAbstractTableModel
{
Q_OBJECT
private:
QList<ServerInfo_Game> gameList;
QMap<int, QString> rooms;
QMap<int, GameTypeMap> gameTypes;
QList<ServerInfo_Game> gameList; /**< List of games currently displayed. */
QMap<int, QString> rooms; /**< Map of room IDs to room names. */
QMap<int, GameTypeMap> gameTypes; /**< Map of room IDs to available game types. */
static const int NUM_COLS = 8;
static const int NUM_COLS = 8; /**< Number of columns in the table. */
public:
static const int SORT_ROLE = Qt::UserRole + 1;
static const int SORT_ROLE = Qt::UserRole + 1; /**< Role used for sorting. */
/**
* @brief Constructs a GamesModel.
* @param _rooms Mapping of room IDs to room names.
* @param _gameTypes Mapping of room IDs to their available game types.
* @param parent Parent QObject.
*/
GamesModel(const QMap<int, QString> &_rooms, const QMap<int, GameTypeMap> &_gameTypes, QObject *parent = nullptr);
int rowCount(const QModelIndex &parent = QModelIndex()) const override
{
return parent.isValid() ? 0 : gameList.size();
}
int columnCount(const QModelIndex & /*parent*/ = QModelIndex()) const override
{
return NUM_COLS;
}
QVariant data(const QModelIndex &index, int role) const override;
QVariant headerData(int section, Qt::Orientation orientation, int role = Qt::DisplayRole) const override;
/**
* @brief Formats the game creation time into a human-readable string.
* @param secs Number of seconds since the game started.
* @return Short string representing game age (e.g., "new", ">5 min", ">2 hr").
*/
static const QString getGameCreatedString(const int secs);
/**
* @brief Returns a reference to a specific game by row index.
* @param row Row index in the table.
* @return Reference to the ServerInfo_Game at the given row.
*/
const ServerInfo_Game &getGame(int row);
/**
* Update game list with a (possibly new) game.
* @brief Updates the game list with a new or updated game.
* @param game The ServerInfo_Game object to add or update.
*/
void updateGameList(const ServerInfo_Game &game);
/**
* @brief Returns the index of the room column.
*/
int roomColIndex()
{
return 0;
}
/**
* @brief Returns the index of the start time column.
*/
int startTimeColIndex()
{
return 1;
}
/**
* @brief Returns the map of game types per room.
*/
const QMap<int, GameTypeMap> &getGameTypes()
{
return gameTypes;
}
};
class ServerInfo_User;
/**
* @class GamesProxyModel
* @ingroup Lobby
* @brief Proxy model for filtering and sorting the GamesModel based on user preferences.
*
* Supports filtering games based on buddies-only, ignored users, password protection,
* game types, creator, age, player count, and spectator permissions.
*/
class GamesProxyModel : public QSortFilterProxyModel
{
Q_OBJECT
private:
const UserListProxy *userListProxy;
const UserListProxy *userListProxy; /**< Proxy for checking user ignore/buddy lists. */
// If adding any additional filters, make sure to update:
// - GamesProxyModel()
@ -88,16 +129,25 @@ private:
bool hidePasswordProtectedGames;
bool hideNotBuddyCreatedGames;
bool hideOpenDecklistGames;
QString gameNameFilter, creatorNameFilter;
QString gameNameFilter;
QStringList creatorNameFilters;
QSet<int> gameTypeFilter;
quint32 maxPlayersFilterMin, maxPlayersFilterMax;
QTime maxGameAge;
bool showOnlyIfSpectatorsCanWatch, showSpectatorPasswordProtected, showOnlyIfSpectatorsCanChat,
showOnlyIfSpectatorsCanSeeHands;
bool showOnlyIfSpectatorsCanWatch;
bool showSpectatorPasswordProtected;
bool showOnlyIfSpectatorsCanChat;
bool showOnlyIfSpectatorsCanSeeHands;
public:
/**
* @brief Constructs a GamesProxyModel.
* @param parent Parent QObject.
* @param _userListProxy Proxy for accessing ignore/buddy lists.
*/
explicit GamesProxyModel(QObject *parent = nullptr, const UserListProxy *_userListProxy = nullptr);
// Getters for filter parameters
bool getHideBuddiesOnlyGames() const
{
return hideBuddiesOnlyGames;
@ -130,9 +180,9 @@ public:
{
return gameNameFilter;
}
QString getCreatorNameFilter() const
QStringList getCreatorNameFilters() const
{
return creatorNameFilter;
return creatorNameFilters;
}
QSet<int> getGameTypeFilter() const
{
@ -166,6 +216,10 @@ public:
{
return showOnlyIfSpectatorsCanSeeHands;
}
/**
* @brief Sets all game filters at once.
*/
void setGameFilters(bool _hideBuddiesOnlyGames,
bool _hideIgnoredUserGames,
bool _hideFullGames,
@ -174,7 +228,7 @@ public:
bool _hideNotBuddyCreatedGames,
bool _hideOpenDecklistGames,
const QString &_gameNameFilter,
const QString &_creatorNameFilter,
const QStringList &_creatorNameFilter,
const QSet<int> &_gameTypeFilter,
int _maxPlayersFilterMin,
int _maxPlayersFilterMax,
@ -184,11 +238,123 @@ public:
bool _showOnlyIfSpectatorsCanChat,
bool _showOnlyIfSpectatorsCanSeeHands);
// Individual setters
void setHideBuddiesOnlyGames(bool value)
{
hideBuddiesOnlyGames = value;
refresh();
}
void setHideIgnoredUserGames(bool value)
{
hideIgnoredUserGames = value;
refresh();
}
void setHideFullGames(bool value)
{
hideFullGames = value;
refresh();
}
void setHideGamesThatStarted(bool value)
{
hideGamesThatStarted = value;
refresh();
}
void setHidePasswordProtectedGames(bool value)
{
hidePasswordProtectedGames = value;
refresh();
}
void setHideNotBuddyCreatedGames(bool value)
{
hideNotBuddyCreatedGames = value;
refresh();
}
void setHideOpenDecklistGames(bool value)
{
hideOpenDecklistGames = value;
refresh();
}
void setGameNameFilter(const QString &value)
{
gameNameFilter = value;
refresh();
}
void setCreatorNameFilters(const QStringList &values)
{
creatorNameFilters = values;
refresh();
}
void setGameTypeFilter(const QSet<int> &value)
{
gameTypeFilter = value;
refresh();
}
void setMaxPlayersFilterMin(int value)
{
maxPlayersFilterMin = value;
refresh();
}
void setMaxPlayersFilterMax(int value)
{
maxPlayersFilterMax = value;
refresh();
}
void setMaxGameAge(const QTime &value)
{
maxGameAge = value;
refresh();
}
void setShowOnlyIfSpectatorsCanWatch(bool value)
{
showOnlyIfSpectatorsCanWatch = value;
refresh();
}
void setShowSpectatorPasswordProtected(bool value)
{
showSpectatorPasswordProtected = value;
refresh();
}
void setShowOnlyIfSpectatorsCanChat(bool value)
{
showOnlyIfSpectatorsCanChat = value;
refresh();
}
void setShowOnlyIfSpectatorsCanSeeHands(bool value)
{
showOnlyIfSpectatorsCanSeeHands = value;
refresh();
}
/**
* @brief Returns the number of games filtered out by the current filter.
*/
int getNumFilteredGames() const;
/**
* @brief Resets all filter parameters to default values.
*/
void resetFilterParameters();
/**
* @brief Returns true if all filter parameters are set to their defaults.
*/
bool areFilterParametersSetToDefaults() const;
/**
* @brief Loads filter parameters from persistent settings.
* @param allGameTypes Mapping of all game types by room ID.
*/
void loadFilterParameters(const QMap<int, QString> &allGameTypes);
/**
* @brief Saves filter parameters to persistent settings.
* @param allGameTypes Mapping of all game types by room ID.
*/
void saveFilterParameters(const QMap<int, QString> &allGameTypes);
/**
* @brief Refreshes the proxy model (re-applies filters).
*/
void refresh();
protected: