Cockatrice/cockatrice/src/interface/widgets/server/user/user_info_popup.h
BruebachL bfdb9b0f1d
[UserList] Bulk load to prevent hang on connect, fix multi-monitor positioning (#7087)
* [UserList] Bulk load to prevent hang on connect, fix multi-monitor positioning

Took 48 minutes

* Extract slot to method

Took 10 minutes

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-08-10 22:11:14 +02:00

180 lines
No EOL
6.4 KiB
C++

#ifndef COCKATRICE_USER_INFO_POPUP_H
#define COCKATRICE_USER_INFO_POPUP_H
#include "../../interface/widgets/server/game_type_map.h"
#include "user_list_painter.h"
#include <QFrame>
#include <QListView>
#include <QMap>
#include <QPixmap>
#include <QStandardItemModel>
#include <libcockatrice/network/server/remote/user_level.h>
#include <libcockatrice/protocol/pb/response.pb.h>
#include <libcockatrice/protocol/pb/serverinfo_game.pb.h>
#include <libcockatrice/protocol/pb/serverinfo_user.pb.h>
class AbstractClient;
class QLabel;
class QPushButton;
class TabSupervisor;
// ── Roles ─────────────────────────────────────────────────────────────────────
namespace PopupRoles
{
constexpr int GameData = Qt::UserRole + 10;
}
// ── Header widget ─────────────────────────────────────────────────────────────
/**
* @class UserInfoHeaderWidget
* @brief Paints the enlarged banner card art + circular avatar section at the
* top of the UserInfoPopup.
*
* Layout mirrors UserListPainter but at a larger scale: the card art fills the
* full width as a semi-transparent background, a bottom gradient ensures the
* avatar and username text remain legible, and the status ring colour matches
* the UserListPainter convention.
*/
class UserInfoHeaderWidget : public QWidget
{
Q_OBJECT
static constexpr int HeaderHeight = 130;
static constexpr int AvatarSize = 68;
static constexpr int AvatarPawnSize = 46;
static constexpr int LeftPad = 14;
static constexpr int AvatarToTextGap = 10;
public:
explicit UserInfoHeaderWidget(QWidget *parent = nullptr);
void setUserData(const ServerInfo_User &user,
bool online,
const QPixmap &avatar,
const QPixmap &cardArt,
const CardArtParams &params);
protected:
void paintEvent(QPaintEvent *e) override;
private:
ServerInfo_User m_user;
bool m_online = false;
QPixmap m_avatar;
QPixmap m_cardArt;
CardArtParams m_params;
};
// ── Main popup ────────────────────────────────────────────────────────────────
/**
* @class UserInfoPopup
* @brief Floating panel showing an enlarged user card, quick action buttons,
* and a live scrollable games list.
*
* Lifecycle (mirrors DeckEditorDeckDockWidget):
* - showForUser() — populate, position externally, call show()
* - mouseEnteredPopup / mouseLeftPopup — caller manages hide timer
* - closeRequested() — emitted by the internal close button
*
* The popup is a Qt::Tool frameless child so windowOpacity animations and
* move() in screen coordinates work identically to CardInfoPictureEnlargedWidget.
*
* Action signals map 1-to-1 to UserContextMenu::exec*() methods so all action
* logic stays in one place.
*/
class UserInfoPopup : public QFrame
{
Q_OBJECT
static constexpr int PopupWidth = 316;
public:
explicit UserInfoPopup(TabSupervisor *tabSupervisor,
AbstractClient *client,
const QMap<QString, QPixmap> *avatarCache,
const QMap<QString, QPixmap> *cardArtCache,
const QMap<QString, CardArtParams> *cardArtParamsMap,
QWidget *parent);
/**
* Populate the popup for @p userName and kick off a game list fetch.
* Call show() / move() externally after this.
*/
void
showForUser(const QString &userName, const ServerInfo_User &userInfo, bool online, bool isBuddy, bool isIgnored);
void fetchGames();
[[nodiscard]] QString currentUser() const
{
return m_currentUser;
}
/** Called when buddy/ignore status changes externally while popup is open. */
void updateActionButtons(const ServerInfo_User &userInfo, bool online, bool isBuddy, bool isIgnored);
/** Re-pulls the avatar/card art for the currently shown user (e.g. after it loads). */
void refreshHeader();
signals:
void mouseEnteredPopup();
void mouseLeftPopup();
void closeRequested();
/** Emitted when the user requests joining or spectating a game in the list. */
void joinGameRequested(int gameId, int roomId, bool asSpectator);
// ── Action signals — connect to UserContextMenu::exec*() ──────────────────
void chatRequested(const QString &userName);
void detailsRequested(const QString &userName);
void showGamesRequested(const QString &userName);
void addBuddyRequested(const QString &userName);
void removeBuddyRequested(const QString &userName);
void addIgnoreRequested(const QString &userName);
void removeIgnoreRequested(const QString &userName);
void banRequested(const QString &userName);
void warnRequested(const QString &userName);
void banHistoryRequested(const QString &userName);
void warnHistoryRequested(const QString &userName);
void adminNotesRequested(const QString &userName);
void promoteToModRequested(const QString &userName);
void demoteFromModRequested(const QString &userName);
void promoteToJudgeRequested(const QString &userName);
void demoteFromJudgeRequested(const QString &userName);
protected:
void enterEvent(QEnterEvent *e) override;
void leaveEvent(QEvent *e) override;
private slots:
void refreshGames();
void onGamesReceived(const Response &r, const QString &forUser);
void onGamesContextMenu(const QPoint &pos);
private:
void buildUi();
void rebuildActionButtons(const ServerInfo_User &userInfo, bool online, bool isBuddy, bool isIgnored);
TabSupervisor *m_ts;
AbstractClient *m_client;
const QMap<QString, QPixmap> *m_avatarCache;
const QMap<QString, QPixmap> *m_cardArtCache;
const QMap<QString, CardArtParams> *m_cardArtParamsMap;
QString m_currentUser;
ServerInfo_User m_currentUserInfo;
bool m_currentOnline = false;
UserInfoHeaderWidget *m_header;
QWidget *m_actionArea; ///< rebuilt per user
QListView *m_gamesView;
QStandardItemModel *m_gamesModel;
QLabel *m_gamesStatus;
QPushButton *m_closeBtn;
QPushButton *m_refreshBtn;
};
#endif // COCKATRICE_USER_INFO_POPUP_H