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

Took 1 hour 11 minutes
This commit is contained in:
Lukas Brübach 2025-11-15 21:38:26 +01:00
parent 827f22ed37
commit 8022135d8c
6 changed files with 496 additions and 37 deletions

View file

@ -180,6 +180,7 @@ set(cockatrice_SOURCES
src/interface/widgets/replay/replay_timeline_widget.cpp src/interface/widgets/replay/replay_timeline_widget.cpp
src/interface/widgets/server/chat_view/chat_view.cpp src/interface/widgets/server/chat_view/chat_view.cpp
src/interface/widgets/server/game_selector.cpp src/interface/widgets/server/game_selector.cpp
src/interface/widgets/server/game_selector_quick_filter_toolbar.cpp
src/interface/widgets/server/games_model.cpp src/interface/widgets/server/games_model.cpp
src/interface/widgets/server/handle_public_servers.cpp src/interface/widgets/server/handle_public_servers.cpp
src/interface/widgets/server/remote/remote_decklist_tree_widget.cpp src/interface/widgets/server/remote/remote_decklist_tree_widget.cpp

View file

@ -76,6 +76,8 @@ GameSelector::GameSelector(AbstractClient *_client,
gameListView->header()->setSectionResizeMode(0, QHeaderView::ResizeToContents); gameListView->header()->setSectionResizeMode(0, QHeaderView::ResizeToContents);
quickFilterToolBar = new GameSelectorQuickFilterToolBar(this, gameListProxyModel, gameTypeMap);
filterButton = new QPushButton; filterButton = new QPushButton;
filterButton->setIcon(QPixmap("theme:icons/search")); filterButton->setIcon(QPixmap("theme:icons/search"));
connect(filterButton, &QPushButton::clicked, this, &GameSelector::actSetFilter); connect(filterButton, &QPushButton::clicked, this, &GameSelector::actSetFilter);
@ -92,6 +94,7 @@ GameSelector::GameSelector(AbstractClient *_client,
createButton = nullptr; createButton = nullptr;
} }
joinButton = new QPushButton; joinButton = new QPushButton;
joinAsJudgeButton = new QPushButton;
spectateButton = new QPushButton; spectateButton = new QPushButton;
QHBoxLayout *buttonLayout = new QHBoxLayout; QHBoxLayout *buttonLayout = new QHBoxLayout;
@ -103,10 +106,17 @@ GameSelector::GameSelector(AbstractClient *_client,
if (room) if (room)
buttonLayout->addWidget(createButton); buttonLayout->addWidget(createButton);
buttonLayout->addWidget(joinButton); buttonLayout->addWidget(joinButton);
if (tabSupervisor->getUserInfo()->user_level() & ServerInfo_User::IsJudge) {
buttonLayout->addWidget(joinAsJudgeButton);
} else {
qInfo() << tabSupervisor->getUserInfo()->user_level();
joinAsJudgeButton->setHidden(true);
}
buttonLayout->addWidget(spectateButton); buttonLayout->addWidget(spectateButton);
buttonLayout->setAlignment(Qt::AlignTop); buttonLayout->setAlignment(Qt::AlignTop);
QVBoxLayout *mainLayout = new QVBoxLayout; QVBoxLayout *mainLayout = new QVBoxLayout;
mainLayout->addWidget(quickFilterToolBar);
mainLayout->addWidget(gameListView); mainLayout->addWidget(gameListView);
mainLayout->addLayout(buttonLayout); mainLayout->addLayout(buttonLayout);
@ -117,10 +127,11 @@ GameSelector::GameSelector(AbstractClient *_client,
setMinimumHeight(200); setMinimumHeight(200);
connect(joinButton, &QPushButton::clicked, this, &GameSelector::actJoin); connect(joinButton, &QPushButton::clicked, this, &GameSelector::actJoin);
connect(joinAsJudgeButton, &QPushButton::clicked, this, &GameSelector::actJoinAsJudge);
connect(spectateButton, &QPushButton::clicked, this, &GameSelector::actSpectate); connect(spectateButton, &QPushButton::clicked, this, &GameSelector::actSpectate);
connect(gameListView->selectionModel(), &QItemSelectionModel::currentRowChanged, this, connect(gameListView->selectionModel(), &QItemSelectionModel::currentRowChanged, this,
&GameSelector::actSelectedGameChanged); &GameSelector::actSelectedGameChanged);
connect(gameListView, &QTreeView::activated, this, &GameSelector::actJoin); connect(gameListView, &QTreeView::activated, this, &GameSelector::actJoinAsPlayerOrJudge);
connect(client, &AbstractClient::ignoreListReceived, this, &GameSelector::ignoreListReceived); connect(client, &AbstractClient::ignoreListReceived, this, &GameSelector::ignoreListReceived);
connect(client, &AbstractClient::addToListEventReceived, this, &GameSelector::processAddToListEvent); connect(client, &AbstractClient::addToListEventReceived, this, &GameSelector::processAddToListEvent);
@ -238,7 +249,20 @@ void GameSelector::checkResponse(const Response &response)
void GameSelector::actJoin() void GameSelector::actJoin()
{ {
return joinGame(false); return joinGame();
}
void GameSelector::actJoinAsJudge()
{
return joinGame(false, true);
}
void GameSelector::actJoinAsPlayerOrJudge()
{
if (!(tabSupervisor->getUserInfo()->user_level() & ServerInfo_User::IsJudge)) {
return joinGame();
}
return joinGame(false, (QApplication::keyboardModifiers() & Qt::ShiftModifier) != 0);
} }
void GameSelector::actSpectate() void GameSelector::actSpectate()
@ -270,12 +294,20 @@ void GameSelector::customContextMenu(const QPoint &point)
QMenu menu; QMenu menu;
menu.addAction(&joinGame); menu.addAction(&joinGame);
if (tabSupervisor->getUserInfo()->user_level() & ServerInfo_User::IsJudge) {
QAction joinGameAsJudge(tr("Join Game as Judge"));
connect(&joinGameAsJudge, &QAction::triggered, this, &GameSelector::actJoinAsJudge);
menu.addAction(&joinGameAsJudge);
}
menu.addAction(&spectateGame); menu.addAction(&spectateGame);
menu.addAction(&getGameInfo); menu.addAction(&getGameInfo);
menu.exec(gameListView->mapToGlobal(point)); menu.exec(gameListView->mapToGlobal(point));
} }
void GameSelector::joinGame(const bool isSpectator) void GameSelector::joinGame(const bool isSpectator, const bool isJudge)
{ {
QModelIndex ind = gameListView->currentIndex(); QModelIndex ind = gameListView->currentIndex();
if (!ind.isValid()) { if (!ind.isValid()) {
@ -304,7 +336,7 @@ void GameSelector::joinGame(const bool isSpectator)
cmd.set_password(password.toStdString()); cmd.set_password(password.toStdString());
cmd.set_spectator(spectator); cmd.set_spectator(spectator);
cmd.set_override_restrictions(overrideRestrictions); cmd.set_override_restrictions(overrideRestrictions);
cmd.set_join_as_judge((QApplication::keyboardModifiers() & Qt::ShiftModifier) != 0); cmd.set_join_as_judge(isJudge);
TabRoom *r = tabSupervisor->getRoomTabs().value(game.room_id()); TabRoom *r = tabSupervisor->getRoomTabs().value(game.room_id());
if (!r) { if (!r) {
@ -356,6 +388,7 @@ void GameSelector::retranslateUi()
if (createButton) if (createButton)
createButton->setText(tr("C&reate")); createButton->setText(tr("C&reate"));
joinButton->setText(tr("&Join")); joinButton->setText(tr("&Join"));
joinAsJudgeButton->setText(tr("Join as judge"));
spectateButton->setText(tr("J&oin as spectator")); spectateButton->setText(tr("J&oin as spectator"));
updateTitle(); updateTitle();

View file

@ -1,12 +1,7 @@
/**
* @file game_selector.h
* @ingroup Lobby
* @brief TODO: Document this.
*/
#ifndef GAMESELECTOR_H #ifndef GAMESELECTOR_H
#define GAMESELECTOR_H #define GAMESELECTOR_H
#include "game_selector_quick_filter_toolbar.h"
#include "game_type_map.h" #include "game_type_map.h"
#include <QGroupBox> #include <QGroupBox>
@ -26,46 +21,163 @@ class TabRoom;
class ServerInfo_Game; class ServerInfo_Game;
class Response; class Response;
/**
* @class GameSelector
* @ingroup Lobby
* @brief Provides a widget for displaying, filtering, joining, spectating, and creating games in a room.
*
* The GameSelector displays all available games in a QTreeView. It supports filtering,
* creating, joining, spectating, and viewing game details. Integrates with TabSupervisor
* and TabRoom for room and game management.
*/
class GameSelector : public QGroupBox class GameSelector : public QGroupBox
{ {
Q_OBJECT Q_OBJECT
private slots: private slots:
/**
* @brief Opens a dialog to set filters for the game list.
*
* Updates the proxy model with selected filter parameters and refreshes the displayed game list.
*/
void actSetFilter(); void actSetFilter();
/**
* @brief Clears all filters applied to the game list.
*
* Resets the proxy model to show all games.
*/
void actClearFilter(); void actClearFilter();
/**
* @brief Opens the dialog to create a new game in the current room.
*/
void actCreate(); void actCreate();
/**
* @brief Joins the currently selected game as a player.
*/
void actJoin(); void actJoin();
void actJoinAsJudge();
void actJoinAsPlayerOrJudge();
/**
* @brief Joins the currently selected game as a spectator.
*/
void actSpectate(); void actSpectate();
/**
* @brief Shows the custom context menu for a game when right-clicked.
* @param point The point at which the context menu is requested.
*/
void customContextMenu(const QPoint &point); void customContextMenu(const QPoint &point);
/**
* @brief Slot called when the selected game changes.
* @param current The currently selected index.
* @param previous The previously selected index.
*
* Updates the enabled/disabled state of buttons depending on the selected game.
*/
void actSelectedGameChanged(const QModelIndex &current, const QModelIndex &previous); void actSelectedGameChanged(const QModelIndex &current, const QModelIndex &previous);
/**
* @brief Processes server responses for join or spectate commands.
* @param response The response from the server.
*
* Displays error messages for failed join/spectate attempts.
*/
void checkResponse(const Response &response); void checkResponse(const Response &response);
/**
* @brief Refreshes the game list when the ignore list is received from the server.
* @param _ignoreList The list of users being ignored.
*/
void ignoreListReceived(const QList<ServerInfo_User> &_ignoreList); void ignoreListReceived(const QList<ServerInfo_User> &_ignoreList);
/**
* @brief Processes events where a user is added to a list (e.g., ignore or buddy).
* @param event The event information.
*/
void processAddToListEvent(const Event_AddToList &event); void processAddToListEvent(const Event_AddToList &event);
/**
* @brief Processes events where a user is removed from a list (e.g., ignore or buddy).
* @param event The event information.
*/
void processRemoveFromListEvent(const Event_RemoveFromList &event); void processRemoveFromListEvent(const Event_RemoveFromList &event);
signals: signals:
/**
* @brief Emitted when a game has been successfully joined.
* @param gameId The ID of the joined game.
*/
void gameJoined(int gameId); void gameJoined(int gameId);
private: private:
AbstractClient *client; AbstractClient *client; /**< The network client used to communicate with the server. */
TabSupervisor *tabSupervisor; TabSupervisor *tabSupervisor; /**< Reference to TabSupervisor for managing tabs and rooms. */
TabRoom *room; TabRoom *room; /**< The current room; nullptr if no room is selected. */
QTreeView *gameListView; QTreeView *gameListView; /**< View widget for displaying the game list. */
GamesModel *gameListModel; GamesModel *gameListModel; /**< Model containing all games. */
GamesProxyModel *gameListProxyModel; GamesProxyModel *gameListProxyModel; /**< Proxy model for filtering and sorting the game list. */
QPushButton *filterButton, *clearFilterButton, *createButton, *joinButton, *spectateButton;
const bool showFilters;
GameTypeMap gameTypeMap;
GameSelectorQuickFilterToolBar *quickFilterToolBar;
QPushButton *filterButton; /**< Button to open the filter dialog. */
QPushButton *clearFilterButton; /**< Button to clear active filters. */
QPushButton *createButton; /**< Button to create a new game (only if room is set). */
QPushButton *joinButton; /**< Button to join the selected game. */
QPushButton *joinAsJudgeButton; /**< Button to join the selected game as a judge. */
QPushButton *spectateButton; /**< Button to spectate the selected game. */
const bool showFilters; /**< Determines whether filter buttons are displayed. */
GameTypeMap gameTypeMap; /**< Mapping of game types for the current room. */
/**
* @brief Updates the widget title to reflect the current number of displayed games.
*
* Shows the number of visible games versus total games if filters are enabled.
*/
void updateTitle(); void updateTitle();
/**
* @brief Disables create/join/spectate buttons.
*/
void disableButtons(); void disableButtons();
/**
* @brief Enables buttons for the currently selected game.
*/
void enableButtons(); void enableButtons();
/**
* @brief Enables buttons for a specific game index.
* @param current The index of the currently selected game.
*/
void enableButtonsForIndex(const QModelIndex &current); void enableButtonsForIndex(const QModelIndex &current);
void joinGame(const bool isSpectator);
/**
* @brief Performs the join or spectate action for the currently selected game.
* @param isSpectator True to join as a spectator, false to join as a player.
* @param isJudge True to join as a judge, false to join as a player.
*
* Handles password prompts, overrides, and sending the join command to the server.
*/
void joinGame(bool isSpectator = false, bool isJudge = false);
public: public:
/**
* @brief Constructs a GameSelector widget.
* @param _client The network client used to communicate with the server.
* @param _tabSupervisor Reference to TabSupervisor for managing tabs and rooms.
* @param _room Pointer to the current room; nullptr if no room is selected.
* @param _rooms Map of room IDs to room names.
* @param _gameTypes Map of room IDs to their available game types.
* @param restoresettings Whether to restore filter settings from previous sessions.
* @param _showfilters Whether to display filter buttons.
* @param parent Parent QWidget.
*/
GameSelector(AbstractClient *_client, GameSelector(AbstractClient *_client,
TabSupervisor *_tabSupervisor, TabSupervisor *_tabSupervisor,
TabRoom *_room, TabRoom *_room,
@ -74,7 +186,16 @@ public:
const bool restoresettings, const bool restoresettings,
const bool _showfilters, const bool _showfilters,
QWidget *parent = nullptr); QWidget *parent = nullptr);
/**
* @brief Updates UI text for translation/localization.
*/
void retranslateUi(); void retranslateUi();
/**
* @brief Updates or adds a game entry in the list.
* @param info The ServerInfo_Game object containing information about the game to update.
*/
void processGameInfo(const ServerInfo_Game &info); void processGameInfo(const ServerInfo_Game &info);
}; };

View file

@ -0,0 +1,100 @@
#include "game_selector_quick_filter_toolbar.h"
#include "games_model.h"
#include <QCheckBox>
#include <QComboBox>
#include <QHBoxLayout>
#include <QLabel>
#include <QLineEdit>
GameSelectorQuickFilterToolBar::GameSelectorQuickFilterToolBar(QWidget *parent,
GamesProxyModel *_model,
const QMap<int, QString> &allGameTypes)
: QWidget(parent), model(_model)
{
mainLayout = new QHBoxLayout(this);
searchBar = new QLineEdit(this);
searchBar->setText(model->getCreatorNameFilter());
connect(searchBar, &QLineEdit::textChanged, this,
[this](const QString &text) { model->setCreatorNameFilter(text); });
hideGamesWithoutBuddiesCheckBox = new QCheckBox(this);
hideGamesWithoutBuddiesCheckBox->setChecked(model->getHideBuddiesOnlyGames());
hideGamesWithoutBuddiesLabel = new QLabel(this);
hideGamesWithoutBuddiesLabel->setBuddy(hideGamesWithoutBuddiesCheckBox);
connect(hideGamesWithoutBuddiesCheckBox, &QCheckBox::toggled, this,
[this](bool checked) { model->setHideBuddiesOnlyGames(checked); });
hideFullGamesCheckBox = new QCheckBox(this);
hideFullGamesCheckBox->setChecked(model->getHideFullGames());
hideFullGamesLabel = new QLabel(this);
hideFullGamesLabel->setBuddy(hideFullGamesCheckBox);
connect(hideFullGamesCheckBox, &QCheckBox::toggled, this,
[this](bool checked) { model->setHideFullGames(checked); });
hideStartedGamesCheckBox = new QCheckBox(this);
hideStartedGamesCheckBox->setChecked(model->getHideGamesThatStarted());
hideStartedGamesLabel = new QLabel(this);
hideStartedGamesLabel->setBuddy(hideStartedGamesCheckBox);
connect(hideStartedGamesCheckBox, &QCheckBox::toggled, this,
[this](bool checked) { model->setHideGamesThatStarted(checked); });
filterToFormatComboBox = new QComboBox(this);
filterToFormatLabel = new QLabel(this);
filterToFormatLabel->setBuddy(filterToFormatComboBox);
// Add a "No filter" / "All types" option first
filterToFormatComboBox->addItem(tr("All types"), QVariant()); // empty QVariant = no filter
QMapIterator<int, QString> i(allGameTypes);
while (i.hasNext()) {
i.next();
filterToFormatComboBox->addItem(i.value(), i.key()); // text = name, data = type ID
}
QSet<int> currentTypes = model->getGameTypeFilter();
if (currentTypes.size() == 1) {
int typeId = *currentTypes.begin();
int index = filterToFormatComboBox->findData(typeId);
if (index >= 0)
filterToFormatComboBox->setCurrentIndex(index);
} else {
filterToFormatComboBox->setCurrentIndex(0); // "All types" by default
}
// Update proxy model on selection change
connect(filterToFormatComboBox, QOverload<int>::of(&QComboBox::currentIndexChanged), this, [this](int index) {
QVariant data = filterToFormatComboBox->itemData(index);
if (!data.isValid()) {
model->setGameTypeFilter({}); // empty = no filter
} else {
int typeId = data.toInt();
model->setGameTypeFilter({typeId});
}
});
mainLayout->addWidget(searchBar);
mainLayout->addWidget(hideGamesWithoutBuddiesLabel);
mainLayout->addWidget(hideGamesWithoutBuddiesCheckBox);
mainLayout->addWidget(hideFullGamesLabel);
mainLayout->addWidget(hideFullGamesCheckBox);
mainLayout->addWidget(hideStartedGamesLabel);
mainLayout->addWidget(hideStartedGamesCheckBox);
mainLayout->addWidget(filterToFormatLabel);
mainLayout->addWidget(filterToFormatComboBox);
setLayout(mainLayout);
retranslateUi();
}
void GameSelectorQuickFilterToolBar::retranslateUi()
{
searchBar->setPlaceholderText(tr("Filter by creator name..."));
hideGamesWithoutBuddiesLabel->setText(tr("Hide buddies only games"));
hideFullGamesLabel->setText(tr("Hide full games"));
hideStartedGamesLabel->setText(tr("Hide started games"));
filterToFormatLabel->setText(tr("Filter to format"));
}

View file

@ -0,0 +1,39 @@
#ifndef COCKATRICE_GAME_SELECTOR_QUICK_FILTER_TOOLBAR_H
#define COCKATRICE_GAME_SELECTOR_QUICK_FILTER_TOOLBAR_H
#include "games_model.h"
#include <QCheckBox>
#include <QComboBox>
#include <QHBoxLayout>
#include <QLabel>
#include <QLineEdit>
#include <QWidget>
class GameSelectorQuickFilterToolBar : public QWidget
{
Q_OBJECT
public:
explicit GameSelectorQuickFilterToolBar(QWidget *parent,
GamesProxyModel *model,
const QMap<int, QString> &allGameTypes);
void retranslateUi();
private:
GamesProxyModel *model;
QHBoxLayout *mainLayout;
QLineEdit *searchBar;
QCheckBox *hideGamesWithoutBuddiesCheckBox;
QLabel *hideGamesWithoutBuddiesLabel;
QCheckBox *hideFullGamesCheckBox;
QLabel *hideFullGamesLabel;
QCheckBox *hideStartedGamesCheckBox;
QLabel *hideStartedGamesLabel;
QComboBox *filterToFormatComboBox;
QLabel *filterToFormatLabel;
};
#endif // COCKATRICE_GAME_SELECTOR_QUICK_FILTER_TOOLBAR_H

View file

@ -1,9 +1,3 @@
/**
* @file games_model.h
* @ingroup Lobby
* @brief TODO: Document this.
*/
#ifndef GAMESMODEL_H #ifndef GAMESMODEL_H
#define GAMESMODEL_H #define GAMESMODEL_H
@ -19,60 +13,107 @@
class UserListProxy; 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 class GamesModel : public QAbstractTableModel
{ {
Q_OBJECT Q_OBJECT
private: private:
QList<ServerInfo_Game> gameList; QList<ServerInfo_Game> gameList; /**< List of games currently displayed. */
QMap<int, QString> rooms; QMap<int, QString> rooms; /**< Map of room IDs to room names. */
QMap<int, GameTypeMap> gameTypes; 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: 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); GamesModel(const QMap<int, QString> &_rooms, const QMap<int, GameTypeMap> &_gameTypes, QObject *parent = nullptr);
int rowCount(const QModelIndex &parent = QModelIndex()) const override int rowCount(const QModelIndex &parent = QModelIndex()) const override
{ {
return parent.isValid() ? 0 : gameList.size(); return parent.isValid() ? 0 : gameList.size();
} }
int columnCount(const QModelIndex & /*parent*/ = QModelIndex()) const override int columnCount(const QModelIndex & /*parent*/ = QModelIndex()) const override
{ {
return NUM_COLS; return NUM_COLS;
} }
QVariant data(const QModelIndex &index, int role) const override; QVariant data(const QModelIndex &index, int role) const override;
QVariant headerData(int section, Qt::Orientation orientation, int role = Qt::DisplayRole) 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); 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); 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); void updateGameList(const ServerInfo_Game &game);
/**
* @brief Returns the index of the room column.
*/
int roomColIndex() int roomColIndex()
{ {
return 0; return 0;
} }
/**
* @brief Returns the index of the start time column.
*/
int startTimeColIndex() int startTimeColIndex()
{ {
return 1; return 1;
} }
/**
* @brief Returns the map of game types per room.
*/
const QMap<int, GameTypeMap> &getGameTypes() const QMap<int, GameTypeMap> &getGameTypes()
{ {
return gameTypes; 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 class GamesProxyModel : public QSortFilterProxyModel
{ {
Q_OBJECT Q_OBJECT
private: private:
const UserListProxy *userListProxy; const UserListProxy *userListProxy; /**< Proxy for checking user ignore/buddy lists. */
// If adding any additional filters, make sure to update: // If adding any additional filters, make sure to update:
// - GamesProxyModel() // - GamesProxyModel()
@ -92,12 +133,20 @@ private:
QSet<int> gameTypeFilter; QSet<int> gameTypeFilter;
quint32 maxPlayersFilterMin, maxPlayersFilterMax; quint32 maxPlayersFilterMin, maxPlayersFilterMax;
QTime maxGameAge; QTime maxGameAge;
bool showOnlyIfSpectatorsCanWatch, showSpectatorPasswordProtected, showOnlyIfSpectatorsCanChat, bool showOnlyIfSpectatorsCanWatch;
showOnlyIfSpectatorsCanSeeHands; bool showSpectatorPasswordProtected;
bool showOnlyIfSpectatorsCanChat;
bool showOnlyIfSpectatorsCanSeeHands;
public: 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); explicit GamesProxyModel(QObject *parent = nullptr, const UserListProxy *_userListProxy = nullptr);
// Getters for filter parameters
bool getHideBuddiesOnlyGames() const bool getHideBuddiesOnlyGames() const
{ {
return hideBuddiesOnlyGames; return hideBuddiesOnlyGames;
@ -166,6 +215,10 @@ public:
{ {
return showOnlyIfSpectatorsCanSeeHands; return showOnlyIfSpectatorsCanSeeHands;
} }
/**
* @brief Sets all game filters at once.
*/
void setGameFilters(bool _hideBuddiesOnlyGames, void setGameFilters(bool _hideBuddiesOnlyGames,
bool _hideIgnoredUserGames, bool _hideIgnoredUserGames,
bool _hideFullGames, bool _hideFullGames,
@ -184,11 +237,123 @@ public:
bool _showOnlyIfSpectatorsCanChat, bool _showOnlyIfSpectatorsCanChat,
bool _showOnlyIfSpectatorsCanSeeHands); 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 setCreatorNameFilter(const QString &value)
{
creatorNameFilter = value;
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; int getNumFilteredGames() const;
/**
* @brief Resets all filter parameters to default values.
*/
void resetFilterParameters(); void resetFilterParameters();
/**
* @brief Returns true if all filter parameters are set to their defaults.
*/
bool areFilterParametersSetToDefaults() const; 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); 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); void saveFilterParameters(const QMap<int, QString> &allGameTypes);
/**
* @brief Refreshes the proxy model (re-applies filters).
*/
void refresh(); void refresh();
protected: protected: