Cockatrice/cockatrice/src/client/tabs/tab_supervisor.h
Basile Clement 37382dea44
Close the TabGames when closing the TabSupervisor (#5735)
* 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
2025-03-16 23:05:04 +00:00

195 lines
5.6 KiB
C++

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