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* Close the `TabGame`s when closing the `TabSupervisor` This ensures that we go through the same code path (in terms of Qt events) when closing the whole supervisor as when closing a single tab. Also, use the `close` event instead of the `hide` event to detect when we are closing a game. Fixes #5697 * Compat with old Qt versions * Old Qt, reloaded * Review: use hideEvent and call super
195 lines
5.6 KiB
C++
195 lines
5.6 KiB
C++
#ifndef TAB_SUPERVISOR_H
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#define TAB_SUPERVISOR_H
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#include "../../deck/deck_loader.h"
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#include "../../server/user/user_list_proxy.h"
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#include "abstract_tab_deck_editor.h"
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#include "api/edhrec/tab_edhrec.h"
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#include "visual_deck_storage/tab_deck_storage_visual.h"
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#include <QAbstractButton>
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#include <QCommonStyle>
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#include <QLoggingCategory>
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#include <QMap>
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#include <QProxyStyle>
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#include <QTabWidget>
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inline Q_LOGGING_CATEGORY(TabSupervisorLog, "tab_supervisor");
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class UserListManager;
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class QMenu;
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class AbstractClient;
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class Tab;
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class TabServer;
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class TabRoom;
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class TabGame;
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class TabDeckStorage;
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class TabReplays;
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class TabAdmin;
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class TabMessage;
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class TabAccount;
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class TabDeckEditor;
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class TabLog;
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class RoomEvent;
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class GameEventContainer;
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class Event_GameJoined;
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class Event_UserMessage;
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class Event_NotifyUser;
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class ServerInfo_Room;
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class ServerInfo_User;
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class GameReplay;
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class DeckList;
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class MacOSTabFixStyle : public QProxyStyle
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{
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Q_OBJECT
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public:
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QRect subElementRect(SubElement, const QStyleOption *, const QWidget *) const override;
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};
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class CloseButton : public QAbstractButton
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{
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Q_OBJECT
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public:
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explicit CloseButton(QWidget *parent = nullptr);
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QSize sizeHint() const override;
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inline QSize minimumSizeHint() const override
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{
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return sizeHint();
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}
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protected:
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#if (QT_VERSION >= QT_VERSION_CHECK(6, 0, 0))
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void enterEvent(QEnterEvent *event) override;
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#else
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void enterEvent(QEvent *event) override;
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#endif
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void leaveEvent(QEvent *event) override;
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void paintEvent(QPaintEvent *event) override;
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};
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class TabSupervisor : public QTabWidget
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{
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Q_OBJECT
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private:
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ServerInfo_User *userInfo;
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AbstractClient *client;
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UserListManager *userListManager;
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QList<AbstractClient *> localClients;
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QMenu *tabsMenu;
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TabDeckStorageVisual *tabVisualDeckStorage;
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TabServer *tabServer;
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TabAccount *tabAccount;
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TabDeckStorage *tabDeckStorage;
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TabReplays *tabReplays;
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TabAdmin *tabAdmin;
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TabLog *tabLog;
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QMap<int, TabRoom *> roomTabs;
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QMap<int, TabGame *> gameTabs;
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QList<TabGame *> replayTabs;
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QMap<QString, TabMessage *> messageTabs;
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QList<AbstractTabDeckEditor *> deckEditorTabs;
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bool isLocalGame;
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QAction *aTabDeckEditor, *aTabVisualDeckStorage, *aTabServer, *aTabAccount, *aTabDeckStorage, *aTabReplays,
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*aTabAdmin, *aTabLog;
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int myAddTab(Tab *tab, QAction *manager = nullptr);
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void addCloseButtonToTab(Tab *tab, int tabIndex, QAction *manager);
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static QString sanitizeTabName(QString dirty);
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static QString sanitizeHtml(QString dirty);
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void resetTabsMenu();
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public:
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explicit TabSupervisor(AbstractClient *_client, QMenu *tabsMenu, QWidget *parent = nullptr);
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~TabSupervisor() override;
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void retranslateUi();
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void initStartupTabs();
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void start(const ServerInfo_User &userInfo);
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void startLocal(const QList<AbstractClient *> &_clients);
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void stop();
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bool getIsLocalGame() const
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{
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return isLocalGame;
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}
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int getGameCount() const
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{
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return gameTabs.size();
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}
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TabAccount *getTabAccount() const
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{
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return tabAccount;
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}
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ServerInfo_User *getUserInfo() const
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{
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return userInfo;
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}
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AbstractClient *getClient() const;
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const UserListManager *getUserListManager() const
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{
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return userListManager;
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}
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const QMap<int, TabRoom *> &getRoomTabs() const
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{
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return roomTabs;
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}
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QList<AbstractTabDeckEditor *> getDeckEditorTabs() const
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{
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return deckEditorTabs;
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}
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bool getAdminLocked() const;
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void closeEvent(QCloseEvent *event) override;
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bool switchToGameTabIfAlreadyExists(const int gameId);
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static void actShowPopup(const QString &message);
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signals:
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void setMenu(const QList<QMenu *> &newMenuList = QList<QMenu *>());
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void localGameEnded();
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void adminLockChanged(bool lock);
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void showWindowIfHidden();
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public slots:
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TabDeckEditor *addDeckEditorTab(const DeckLoader *deckToOpen);
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TabEdhRec *addEdhrecTab(const CardInfoPtr &cardToQuery, bool isCommander = false);
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void openReplay(GameReplay *replay);
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void maximizeMainWindow();
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private slots:
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void refreshShortcuts();
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void actTabVisualDeckStorage(bool checked);
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void actTabServer(bool checked);
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void actTabAccount(bool checked);
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void actTabDeckStorage(bool checked);
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void actTabReplays(bool checked);
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void actTabAdmin(bool checked);
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void actTabLog(bool checked);
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void openTabVisualDeckStorage();
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void openTabServer();
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void openTabAccount();
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void openTabDeckStorage();
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void openTabReplays();
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void openTabAdmin();
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void openTabLog();
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void updateCurrent(int index);
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void updatePingTime(int value, int max);
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void gameJoined(const Event_GameJoined &event);
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void localGameJoined(const Event_GameJoined &event);
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void gameLeft(TabGame *tab);
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void addRoomTab(const ServerInfo_Room &info, bool setCurrent);
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void roomLeft(TabRoom *tab);
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TabMessage *addMessageTab(const QString &userName, bool focus);
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void replayLeft(TabGame *tab);
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void processUserLeft(const QString &userName);
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void processUserJoined(const ServerInfo_User &userInfo);
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void talkLeft(TabMessage *tab);
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void deckEditorClosed(AbstractTabDeckEditor *tab);
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void tabUserEvent(bool globalEvent);
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void updateTabText(Tab *tab, const QString &newTabText);
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void processRoomEvent(const RoomEvent &event);
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void processGameEventContainer(const GameEventContainer &cont);
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void processUserMessageEvent(const Event_UserMessage &event);
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void processNotifyUserEvent(const Event_NotifyUser &event);
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};
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#endif
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