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Major Directory Refactoring (#5118)
* refactored cardzone.cpp, added doc and changed if to switch case * started moving every files into different folders * remove undercase to match with other files naming convention * refactored dialog files * ran format.sh * refactored client/tabs folder * refactored client/tabs folder * refactored client/tabs folder * refactored client folder * refactored carddbparser * refactored dialogs * Create sonar-project.properties temporary file for lint * Create build.yml temporary file for lint * removed all files from root directory * removed all files from root directory * added current branch to workflow * fixed most broken import * fixed issues while renaming files * fixed oracle importer * fixed dbconverter * updated translations * made sub-folders for client * removed linter * removed linter folder * fixed oracle import * revert card_zone documentation * renamed db parser files name and deck_view imports * fixed dlg file issue * ran format file and fixed test file * fixed carddb test files * moved player folder in game * updated translations and format files * fixed peglib import * format cmake files * removing vcpkg to try to add it back later * tried fixing vcpkg file * renamed filter to filters and moved database parser to cards folder * reverted translation files * reverted oracle translated * Update cockatrice/src/dialogs/dlg_register.cpp Co-authored-by: tooomm <tooomm@users.noreply.github.com> * Update cockatrice/src/client/ui/window_main.cpp Co-authored-by: tooomm <tooomm@users.noreply.github.com> * removed empty line at file start * removed useless include from tab_supervisor.cpp * refactored cardzone.cpp, added doc and changed if to switch case * started moving every files into different folders * remove undercase to match with other files naming convention * refactored dialog files * ran format.sh * refactored client/tabs folder * refactored client folder * refactored carddbparser * refactored dialogs * removed all files from root directory * Create sonar-project.properties temporary file for lint * Create build.yml temporary file for lint * added current branch to workflow * fixed most broken import * fixed issues while renaming files * fixed oracle importer * fixed dbconverter * updated translations * made sub-folders for client * removed linter * removed linter folder * fixed oracle import * revert card_zone documentation * renamed db parser files name and deck_view imports * fixed dlg file issue * ran format file and fixed test file * fixed carddb test files * moved player folder in game * updated translations and format files * fixed peglib import * reverted translation files * format cmake files * removing vcpkg to try to add it back later * tried fixing vcpkg file * pre-updating of cockatrice changes * removed empty line at file start * reverted oracle translated * Update cockatrice/src/dialogs/dlg_register.cpp Co-authored-by: tooomm <tooomm@users.noreply.github.com> * Update cockatrice/src/client/ui/window_main.cpp Co-authored-by: tooomm <tooomm@users.noreply.github.com> * removed useless include from tab_supervisor.cpp --------- Co-authored-by: tooomm <tooomm@users.noreply.github.com>
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261 changed files with 735 additions and 729 deletions
345
cockatrice/src/game/game_selector.cpp
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345
cockatrice/src/game/game_selector.cpp
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#include "game_selector.h"
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#include "../client/game_logic/abstract_client.h"
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#include "../client/get_text_with_max.h"
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#include "../client/tabs/tab_account.h"
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#include "../client/tabs/tab_game.h"
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#include "../client/tabs/tab_room.h"
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#include "../client/tabs/tab_supervisor.h"
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#include "../dialogs/dlg_create_game.h"
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#include "../dialogs/dlg_filter_games.h"
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#include "../server/pending_command.h"
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#include "games_model.h"
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#include "pb/response.pb.h"
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#include "pb/room_commands.pb.h"
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#include "pb/serverinfo_game.pb.h"
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#include <QApplication>
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#include <QCheckBox>
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#include <QDebug>
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#include <QHBoxLayout>
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#include <QHeaderView>
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#include <QInputDialog>
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#include <QLabel>
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#include <QMessageBox>
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#include <QPushButton>
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#include <QTreeView>
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#include <QVBoxLayout>
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GameSelector::GameSelector(AbstractClient *_client,
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TabSupervisor *_tabSupervisor,
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TabRoom *_room,
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const QMap<int, QString> &_rooms,
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const QMap<int, GameTypeMap> &_gameTypes,
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const bool restoresettings,
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const bool _showfilters,
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QWidget *parent)
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: QGroupBox(parent), client(_client), tabSupervisor(_tabSupervisor), room(_room), showFilters(_showfilters)
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{
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gameListView = new QTreeView;
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gameListModel = new GamesModel(_rooms, _gameTypes, this);
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if (showFilters) {
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gameListProxyModel = new GamesProxyModel(this, tabSupervisor);
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gameListProxyModel->setSourceModel(gameListModel);
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gameListProxyModel->setSortCaseSensitivity(Qt::CaseInsensitive);
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gameListView->setModel(gameListProxyModel);
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} else {
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gameListView->setModel(gameListModel);
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}
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gameListView->setSortingEnabled(true);
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gameListView->sortByColumn(gameListModel->startTimeColIndex(), Qt::AscendingOrder);
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gameListView->setAlternatingRowColors(true);
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gameListView->setRootIsDecorated(true);
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// game created width
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gameListView->setColumnWidth(1, gameListView->columnWidth(2) * 0.7);
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// players width
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gameListView->resizeColumnToContents(6);
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// description width
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gameListView->setColumnWidth(2, gameListView->columnWidth(2) * 1.7);
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// creator width
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gameListView->setColumnWidth(3, gameListView->columnWidth(3) * 1.2);
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// game type width
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gameListView->setColumnWidth(4, gameListView->columnWidth(4) * 1.4);
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if (_room)
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gameListView->header()->hideSection(gameListModel->roomColIndex());
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if (room)
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gameTypeMap = gameListModel->getGameTypes().value(room->getRoomId());
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if (showFilters && restoresettings)
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gameListProxyModel->loadFilterParameters(gameTypeMap);
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gameListView->header()->setSectionResizeMode(0, QHeaderView::ResizeToContents);
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filterButton = new QPushButton;
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filterButton->setIcon(QPixmap("theme:icons/search"));
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connect(filterButton, SIGNAL(clicked()), this, SLOT(actSetFilter()));
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clearFilterButton = new QPushButton;
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clearFilterButton->setIcon(QPixmap("theme:icons/clearsearch"));
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bool filtersSetToDefault = showFilters && gameListProxyModel->areFilterParametersSetToDefaults();
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clearFilterButton->setEnabled(!filtersSetToDefault);
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connect(clearFilterButton, SIGNAL(clicked()), this, SLOT(actClearFilter()));
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if (room) {
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createButton = new QPushButton;
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connect(createButton, SIGNAL(clicked()), this, SLOT(actCreate()));
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} else {
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createButton = nullptr;
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}
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joinButton = new QPushButton;
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spectateButton = new QPushButton;
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QHBoxLayout *buttonLayout = new QHBoxLayout;
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if (showFilters) {
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buttonLayout->addWidget(filterButton);
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buttonLayout->addWidget(clearFilterButton);
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}
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buttonLayout->addStretch();
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if (room)
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buttonLayout->addWidget(createButton);
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buttonLayout->addWidget(joinButton);
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buttonLayout->addWidget(spectateButton);
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buttonLayout->setAlignment(Qt::AlignTop);
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QVBoxLayout *mainLayout = new QVBoxLayout;
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mainLayout->addWidget(gameListView);
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mainLayout->addLayout(buttonLayout);
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retranslateUi();
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setLayout(mainLayout);
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setMinimumWidth((qreal)(gameListView->columnWidth(0) * gameListModel->columnCount()) / 1.5);
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setMinimumHeight(200);
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connect(joinButton, SIGNAL(clicked()), this, SLOT(actJoin()));
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connect(spectateButton, SIGNAL(clicked()), this, SLOT(actJoin()));
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connect(gameListView->selectionModel(), SIGNAL(currentRowChanged(const QModelIndex &, const QModelIndex &)), this,
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SLOT(actSelectedGameChanged(const QModelIndex &, const QModelIndex &)));
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connect(gameListView, SIGNAL(activated(const QModelIndex &)), this, SLOT(actJoin()));
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connect(client, SIGNAL(ignoreListReceived(const QList<ServerInfo_User> &)), this,
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SLOT(ignoreListReceived(const QList<ServerInfo_User> &)));
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connect(client, SIGNAL(addToListEventReceived(const Event_AddToList &)), this,
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SLOT(processAddToListEvent(const Event_AddToList &)));
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connect(client, SIGNAL(removeFromListEventReceived(const Event_RemoveFromList &)), this,
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SLOT(processRemoveFromListEvent(const Event_RemoveFromList &)));
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}
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void GameSelector::ignoreListReceived(const QList<ServerInfo_User> &)
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{
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gameListProxyModel->refresh();
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}
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void GameSelector::processAddToListEvent(const Event_AddToList &event)
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{
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if (event.list_name() == "ignore") {
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gameListProxyModel->refresh();
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}
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updateTitle();
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}
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void GameSelector::processRemoveFromListEvent(const Event_RemoveFromList &event)
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{
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if (event.list_name() == "ignore") {
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gameListProxyModel->refresh();
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}
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updateTitle();
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}
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void GameSelector::actSetFilter()
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{
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DlgFilterGames dlg(gameTypeMap, gameListProxyModel, this);
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if (!dlg.exec())
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return;
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gameListProxyModel->setShowBuddiesOnlyGames(dlg.getShowBuddiesOnlyGames());
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gameListProxyModel->setShowFullGames(dlg.getShowFullGames());
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gameListProxyModel->setShowGamesThatStarted(dlg.getShowGamesThatStarted());
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gameListProxyModel->setShowPasswordProtectedGames(dlg.getShowPasswordProtectedGames());
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gameListProxyModel->setHideIgnoredUserGames(dlg.getHideIgnoredUserGames());
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gameListProxyModel->setGameNameFilter(dlg.getGameNameFilter());
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gameListProxyModel->setCreatorNameFilter(dlg.getCreatorNameFilter());
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gameListProxyModel->setGameTypeFilter(dlg.getGameTypeFilter());
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gameListProxyModel->setMaxPlayersFilter(dlg.getMaxPlayersFilterMin(), dlg.getMaxPlayersFilterMax());
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gameListProxyModel->setMaxGameAge(dlg.getMaxGameAge());
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gameListProxyModel->setShowOnlyIfSpectatorsCanWatch(dlg.getShowOnlyIfSpectatorsCanWatch());
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gameListProxyModel->setShowSpectatorPasswordProtected(dlg.getShowSpectatorPasswordProtected());
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gameListProxyModel->setShowOnlyIfSpectatorsCanChat(dlg.getShowOnlyIfSpectatorsCanChat());
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gameListProxyModel->setShowOnlyIfSpectatorsCanSeeHands(dlg.getShowOnlyIfSpectatorsCanSeeHands());
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gameListProxyModel->saveFilterParameters(gameTypeMap);
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clearFilterButton->setEnabled(!gameListProxyModel->areFilterParametersSetToDefaults());
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updateTitle();
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}
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void GameSelector::actClearFilter()
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{
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clearFilterButton->setEnabled(false);
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gameListProxyModel->resetFilterParameters();
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gameListProxyModel->saveFilterParameters(gameTypeMap);
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updateTitle();
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}
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void GameSelector::actCreate()
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{
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if (room == nullptr) {
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qWarning() << "Attempted to create game, but the room was null";
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return;
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}
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DlgCreateGame dlg(room, room->getGameTypes(), this);
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dlg.exec();
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updateTitle();
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}
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void GameSelector::checkResponse(const Response &response)
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{
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// NB: We re-enable buttons for the currently selected game, which may not
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// be the same game as the one for which we are processing a response.
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// This could lead to situations where we join a game, select a different
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// game, join the new game, then receive the response for the original
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// join, which would re-activate the buttons for the second game too soon.
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// However, that is better than doing things the other ways, because then
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// the response to the first game could lock us out of join/join as
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// spectator for the second game!
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//
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// Ideally we should have a way to figure out if the current game is the
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// same as the one we are getting a response for, but it's probably not
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// worth the trouble.
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enableButtons();
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switch (response.response_code()) {
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case Response::RespNotInRoom:
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QMessageBox::critical(this, tr("Error"), tr("Please join the appropriate room first."));
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break;
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case Response::RespWrongPassword:
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QMessageBox::critical(this, tr("Error"), tr("Wrong password."));
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break;
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case Response::RespSpectatorsNotAllowed:
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QMessageBox::critical(this, tr("Error"), tr("Spectators are not allowed in this game."));
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break;
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case Response::RespGameFull:
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QMessageBox::critical(this, tr("Error"), tr("The game is already full."));
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break;
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case Response::RespNameNotFound:
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QMessageBox::critical(this, tr("Error"), tr("The game does not exist any more."));
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break;
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case Response::RespUserLevelTooLow:
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QMessageBox::critical(this, tr("Error"), tr("This game is only open to registered users."));
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break;
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case Response::RespOnlyBuddies:
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QMessageBox::critical(this, tr("Error"), tr("This game is only open to its creator's buddies."));
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break;
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case Response::RespInIgnoreList:
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QMessageBox::critical(this, tr("Error"), tr("You are being ignored by the creator of this game."));
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break;
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default:;
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}
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}
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void GameSelector::actJoin()
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{
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QModelIndex ind = gameListView->currentIndex();
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if (!ind.isValid())
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return;
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const ServerInfo_Game &game = gameListModel->getGame(ind.data(Qt::UserRole).toInt());
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if (tabSupervisor->switchToGameTabIfAlreadyExists(game.game_id())) {
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return;
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}
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bool spectator = sender() == spectateButton || game.player_count() == game.max_players();
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bool overrideRestrictions = !tabSupervisor->getAdminLocked();
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QString password;
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if (game.with_password() && !(spectator && !game.spectators_need_password()) && !overrideRestrictions) {
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bool ok;
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password = getTextWithMax(this, tr("Join game"), tr("Password:"), QLineEdit::Password, QString(), &ok);
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if (!ok)
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return;
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}
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Command_JoinGame cmd;
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cmd.set_game_id(game.game_id());
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cmd.set_password(password.toStdString());
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cmd.set_spectator(spectator);
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cmd.set_override_restrictions(overrideRestrictions);
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cmd.set_join_as_judge((QApplication::keyboardModifiers() & Qt::ShiftModifier) != 0);
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TabRoom *r = tabSupervisor->getRoomTabs().value(game.room_id());
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if (!r) {
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QMessageBox::critical(this, tr("Error"), tr("Please join the respective room first."));
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return;
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}
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PendingCommand *pend = r->prepareRoomCommand(cmd);
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connect(pend, SIGNAL(finished(Response, CommandContainer, QVariant)), this, SLOT(checkResponse(Response)));
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r->sendRoomCommand(pend);
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disableButtons();
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}
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void GameSelector::disableButtons()
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{
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if (createButton)
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createButton->setEnabled(false);
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joinButton->setEnabled(false);
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spectateButton->setEnabled(false);
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}
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void GameSelector::enableButtons()
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{
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if (createButton)
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createButton->setEnabled(true);
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// Enable buttons for the currently selected game
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enableButtonsForIndex(gameListView->currentIndex());
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}
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void GameSelector::enableButtonsForIndex(const QModelIndex ¤t)
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{
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if (!current.isValid())
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return;
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const ServerInfo_Game &game = gameListModel->getGame(current.data(Qt::UserRole).toInt());
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bool overrideRestrictions = !tabSupervisor->getAdminLocked();
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spectateButton->setEnabled(game.spectators_allowed() || overrideRestrictions);
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joinButton->setEnabled(game.player_count() < game.max_players() || overrideRestrictions);
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}
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void GameSelector::retranslateUi()
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{
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filterButton->setText(tr("&Filter games"));
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clearFilterButton->setText(tr("C&lear filter"));
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if (createButton)
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createButton->setText(tr("C&reate"));
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joinButton->setText(tr("&Join"));
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spectateButton->setText(tr("J&oin as spectator"));
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updateTitle();
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}
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void GameSelector::processGameInfo(const ServerInfo_Game &info)
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{
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gameListModel->updateGameList(info);
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updateTitle();
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}
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void GameSelector::actSelectedGameChanged(const QModelIndex ¤t, const QModelIndex & /* previous */)
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{
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enableButtonsForIndex(current);
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}
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void GameSelector::updateTitle()
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{
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if (showFilters) {
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const int totalGames = gameListModel->rowCount();
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const int shownGames = totalGames - gameListProxyModel->getNumFilteredGames();
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setTitle(tr("Games shown: %1 / %2").arg(shownGames).arg(totalGames));
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} else {
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setTitle(tr("Games"));
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}
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}
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