Cockatrice/cockatrice/src/interface/widgets/server/game_selector.h
BruebachL 24874b10cf
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[GameSelector] Persist quick-filter toolbar edits and repair filter settings migration (#7500)
* [GameSelector] Persist quick-filter toolbar edits and repair filter settings migration

- Save game-filter parameters on toolbar changes, debounced with flush on close
- Repair pre-camelCase gamefilters.ini keys in place on startup
- Map the legacy creator-name filter to hostNameFilter
- Balance begin/endFilterChange in GamesProxyModel::refresh
- Align the hideIgnoredUserGames default between model and settings
- Cover the migration with regression tests

* [Review] Address RickyRister comments on filter persistence

- Rename game-type prefix constants to SCREAMING_SNAKE to match
  MIGRATION_SENTINEL_KEY and project style
- Document why GameSelector destructor flushes a pending debounced
  filter save (toolbar path has no other writer)

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-13 07:45:08 +02:00

242 lines
8.6 KiB
C++

#ifndef GAMESELECTOR_H
#define GAMESELECTOR_H
#include "game_type_map.h"
#include <QGroupBox>
#include <QTimer>
#include <qtmetamacros.h>
// IWYU pragma: keep
// ServerInfo_User appears by value and inside QList in slot signatures, so the
// moc-generated code needs the complete type.
#include <libcockatrice/protocol/pb/serverinfo_user.pb.h>
class QTreeView;
class GamesModel;
class GamesProxyModel;
class QPushButton;
class AbstractClient;
class TabSupervisor;
class TabRoom;
class ServerInfo_Game;
class Response;
class Event_AddToList;
class Event_RemoveFromList;
class GameSelectorQuickFilterToolBar;
class QModelIndex;
class QPoint;
class QString;
class QWidget;
class ServerInfo_User;
template <class Key, class T> class QMap;
template <typename T> class QList;
/**
* @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
{
Q_OBJECT
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 checkClearFilterButtonState();
/**
* @brief Clears all filters applied to the game list.
*
* Resets the proxy model to show all games.
*/
void actClearFilter();
/**
* @brief Opens the dialog to create a new game in the current room.
*/
void actCreate();
/**
* @brief Joins the currently selected game as a player.
*/
void actJoin();
/**
* @brief Joins the currently selected game as a judge.
*/
void actJoinAsJudge();
/**
* @brief Joins the currently selected game as a spectator.
*/
void actJoinAsSpectator();
void actJoinAsJudgeSpectator();
/**
* @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);
/**
* @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);
/**
* @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);
/**
* @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);
/**
* @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);
/**
* @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);
signals:
/**
* @brief Emitted when a game has been successfully joined.
* @param gameId The ID of the joined game.
*/
void gameJoined(int gameId);
private:
AbstractClient *client; /**< The network client used to communicate with the server. */
TabSupervisor *tabSupervisor; /**< Reference to TabSupervisor for managing tabs and rooms. */
TabRoom *room; /**< The current room. */
QTreeView *gameListView; /**< View widget for displaying the game list. */
GamesModel *gameListModel; /**< Model containing all games. */
GamesProxyModel *gameListProxyModel; /**< Proxy model for filtering and sorting the game list. */
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. */
QPushButton *joinAsJudgeSpectatorButton; /**< Button to join the selected game as a spectating judge. */
const bool showFilters; /**< Determines whether filter buttons are displayed. */
GameTypeMap gameTypeMap; /**< Mapping of game types for the current room. */
QTimer filterSaveDebounceTimer; /**< Delays persisting quick-filter edits so typing does not rewrite the settings
file on every keystroke. */
/**
* @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();
/**
* @brief Disables create/join/spectate buttons.
*/
void disableButtons();
/**
* @brief Enables buttons for the currently selected game.
*/
void enableButtons();
/**
* @brief Enables buttons for a specific game index.
* @param current The index of the currently selected game.
*/
void enableButtonsForIndex(const QModelIndex &current);
/**
* @brief Performs the join or spectate action for the currently selected game.
* @param asSpectator True to join as a spectator, false to join as a player.
* @param asJudge 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 asSpectator = false, bool asJudge = false);
/**
* @brief Performs the join or spectate action for a specific game.
* @param game The game to join.
* @param asSpectator True to join as a spectator, false to join as a player.
* @param asJudge True to join as a judge, false to join as a player.
*
* Unlike the selection-based overload, this does not depend on the game being
* visible in the filtered game list.
*/
void joinGame(const ServerInfo_Game &game, bool asSpectator = false, bool asJudge = false);
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,
TabSupervisor *_tabSupervisor,
TabRoom *_room,
const QMap<int, QString> &_rooms,
const QMap<int, GameTypeMap> &_gameTypes,
const bool restoresettings,
const bool _showfilters,
QWidget *parent = nullptr);
~GameSelector() override;
/**
* @brief Updates UI text for translation/localization.
*/
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);
/**
* @brief Finds a game by ID and joins or spectates it.
* @param gameId The ID of the game to join.
* @param asSpectator True to join as a spectator, false to join as a player.
* @return True if the game was found and joined, false otherwise.
*
* Unlike the selection-based overload, this does not depend on the game
* being visible in the filtered game list.
*/
bool joinGameById(int gameId, bool asSpectator = false);
};
#endif